ai_goal_actbusy_queue
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Code classes:
CAI_ActBusyQueueGoalCAI_ActBusyGoalCAI_GoalEntity(AI goals)CBaseEntity(all ents)
ai_goal_actbusy_queue is a point entity present in some Source games. It can do anything that an ai_goal_actbusy can do, except this entity is designed to order actbusy hints and NPCs in a queue. The queue can be moved forward, and when the first NPC in the queue leaves, it can be given orders. This entity was used for lines in ![]()
d1_trainstation_01 and 02.
Keyvalues[edit | edit source]
- Exit Node
(node_exit)<target_destination> - An
info_targetthe NPC at the front of the queue should head to when leaving. This MUST be specified. - Node 1
(node01)to Node 20(node20)<target_destination> - Used for defining the path of the queue, with
info_node_hints. Node 1 is the front of the queue. The number of defined nodes defines the maximum number of NPCs queuing. - Must Reach Front
(mustreachfront)<boolean> - If true, an NPC must strictly be at Node 1 before being able to leave the queue.
Inputs[edit | edit source]
- MoveQueueUp
- Moves all NPCs in the queue up one position, and sends the front NPC to the Exit Node.
- PlayerStartedBlocking
<integer> - Tell the queue manager that the player has started blocking a specified point in the queue.
- PlayerStoppedBlocking
<integer> - Tell the queue manager that the player has stopped blocking a specified point in the queue.
Outputs[edit | edit source]
- OnQueueMoved
<integer> - Fired when the queue moves up. Automatically puts the number of NPCs remaining in the queue as the input parameter, unless overridden by the mapper.
- OnNPCLeftQueue
<string> - Fired when an NPC begins going to the Exit Node. Automatically puts the targetname of the NPC as the input parameter, unless overridden by the mapper.
- OnNPCStartedLeavingQueue
<string> - Fired when an NPC is at Node 1. Automatically puts the targetname of the NPC as the input parameter, unless overridden by the mapper.