Limited support
This feature is only present in Portal 2: Community Edition.

POINT ai_goal_actbusy_queue

AI Goal Act Busy Queue

KeyValues

Exit Node <target_destination>

The name of the node the first NPC in the queue should move to when they leaves the head of the queue.

Node 1 <target_destination>

The name of the first actbusy hint node in the queue.

Node 2 <target_destination>

The name of the second actbusy hint node in the queue.

Node 3 <target_destination>

The name of the third actbusy hint node in the queue.

Node 4 <target_destination>

The name of the fourth actbusy hint node in the queue.

Node 5 <target_destination>

The name of the fifth actbusy hint node in the queue.

Node 6 <target_destination>

The name of the sixth actbusy hint node in the queue.

Node 7 <target_destination>

The name of the seventh actbusy hint node in the queue.

Node 8 <target_destination>

The name of the eighth actbusy hint node in the queue.

Node 9 <target_destination>

The name of the ninth actbusy hint node in the queue.

Node 10 <target_destination>

The name of the tenth actbusy hint node in the queue.

Node 11 <target_destination>

The name of the eleventh actbusy hint node in the queue.

Node 12 <target_destination>

The name of the twelfth actbusy hint node in the queue.

Node 13 <target_destination>

The name of the thirteenth actbusy hint node in the queue.

Node 14 <target_destination>

The name of the fourteenth actbusy hint node in the queue.

Node 15 <target_destination>

The name of the fifteenth actbusy hint node in the queue.

Node 16 <target_destination>

The name of the sixteenth actbusy hint node in the queue.

Node 17 <target_destination>

The name of the seventeenth actbusy hint node in the queue.

Node 18 <target_destination>

The name of the eighteenth actbusy hint node in the queue.

Node 19 <target_destination>

The name of the nineteenth actbusy hint node in the queue.

Node 20 <target_destination>

The name of the twentieth actbusy hint node in the queue.

Must Reach Front <boolean> = No

If true, NPCs much reach the front node in the queue before they're allowed to leave the queue.

Inherited from BaseActBusy

Actor(s) to affect <target_name_or_class>

NPC's that should act busy

Start Active <boolean> = No

No description provided.

Search Type <choices> = Entity Name (0)

How to search for the entities using the targetname.

Possible Values:

Name Value
Entity Name 0
Classname 1

Search Range for Busy Hints <float> = 2048

No description provided.

Visible Busy Hints Only <boolean> = No

No description provided.

Inherited from BaseEntityPoint

Name <target_source>

The name that other entities refer to this entity by.

Global Entity Name <string>

Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.

Pitch Yaw Roll (X Y Z) <angle> = 0 0 0

This entity's orientation in the world. Roll is the rotation around the X axis, pitch is rotation around the Y axis and yaw is the rotation around the Z axis.

Parent <target_destination>

The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent. Set an attachment point via 'parentname,attachment'.

Inputs

PlayerStartedBlocking <float>

Tell the queue manager that the player has started blocking a spot in the queue.

PlayerStoppedBlocking <float>

Tell the queue manager that the player has stopped blocking a spot in the queue.

MoveQueueUp <void>

Force the queue to move up, sending the front-most NPC out of the queue.

Inherited from BaseActBusy

Activate <void>

Begin acting busy

Deactivate <void>

Cease acting busy

SetBusySearchRange <float>

Update the busy search range for all actors.

ForceNPCToActBusy <string>

Force an NPC to act busy. Takes parameters, separated by spaces: <Targetname> <hint node targetname> optional:teleport optional:$customactivityorsequence <maximum time to actbusy>. If no hint node targetname is specified, it'll search for a random one. If no max time is specified, it'll use the default. Specifying 0 as the max time will make the NPC act busy until disturbed. If the optional teleport parameter is specified, the NPC will teleport to the act busy point. A custom move animation can be specified by prepending $ to the name of it. i.e. $ACT_RUN will make the NPC Run. Sequence names can be used instead of activities.

ForceThisNPCToActBusy <string>

Force an NPC outputted from another entity to act busy. (only usable from an output that specifies an entity)

ForceThisNPCToLeave <string>

Force an NPC outputted from another entity to find a HINT_NPC_EXIT_POINT hintnode and vanish.

Inherited from BaseEntityPoint

Kill <void>

Removes this entity from the world.

KillHierarchy <void>

Removes this entity and all its children from the world.

SetParent <target_destination>

Changes the entity's parent in the movement hierarchy.

SetParentAttachment <string>

Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.

SetParentAttachmentMaintainOffset <string>

Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the parent at the time it is attached.

ClearParent <void>

Removes this entity from the the movement hierarchy, leaving it free to move independently.

SetLocalAngles <vector>

Sets the rotation of the entity relative to the parent's rotation.

SetLocalOrigin <vector>

Sets the position of the entity relative to its parent if one exists. Otherwise relative to the world.

SetAbsAngles <vector>

Set this entity's angles, always relative to the world origin.

AddOutput <string>

Adds an entity I/O connection to this entity or changes keyvalues dynamically. Format: '<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite, 1 = only once)>' or 'keyvalue newval'. Very dangerous, use with care.

FireUser1 <void>

Causes this entity's OnUser1 output to be fired.

FireUser2 <void>

Causes this entity's OnUser2 output to be fired.

FireUser3 <void>

Causes this entity's OnUser3 output to be fired.

FireUser4 <void>

Causes this entity's OnUser4 output to be fired.

Use <void>

More or less replicates the player interacting with an entity. (+USE)

PassUser1 <string>

Causes this entity's OutUser1 output to be fired, passing along the parameter unchanged.

PassUser2 <string>

Causes this entity's OutUser2 output to be fired, passing along the parameter unchanged.

PassUser3 <string>

Causes this entity's OutUser3 output to be fired, passing along the parameter unchanged.

PassUser4 <string>

Causes this entity's OutUser4 output to be fired, passing along the parameter unchanged.

FireRandomUser <void>

Fires OnUser1, OnUser2, OnUser3, or OnUser4 with a 25% chance of each.

PassRandomUser <string>

Fires OutUser1, OutUser2, OutUser3, or OutUser4 with a 25% chance of each. The parameter is passed along unchanged.

KillIfNotVisible <void>

Removes this entity if it is not in a player's viewcone.

KillWhenNotVisible <void>

Removes this entity when it is not in a player's viewcone. You can pass a time for when this should start.

FireOutput <string>

Fires the named output on this entity. Format: '<output name>:<activator>:<caller>:<parameter>:<delay>' (OnDeath:hl3cardgame:gaben). Everything beyond the output name is optional.

RemoveOutput <string>

Removes all instances of the named output on this entity. Wildcards are supported, meaning you could just pass '*' to wipe all outputs from this entity.

AcceptInput <string>

Fires the named input on this entity. Format: '<input name>:<parameter>:<activator>:<caller>:<output ID>' (SetTarget:cheese). Everything beyond the input name is optional. Mind the fact this is arranged differently from FireOutput, having the parameter right after the input name.

CancelPending <void>

Cancels any events fired by this entity that are currently pending in the I/O event queue.

FreeChildren <void>

Unparents all direct children of this entity.

SetLocalVelocity <vector>

Sets this entity's current velocity.

SetLocalAngularVelocity <vector>

Sets this entity's current angular velocity.

AddSpawnFlags <integer>

Adds spawnflag(s) to this entity. Many spawnflags have their respective numbers suffixed in this FGD.

RemoveSpawnFlags <integer>

Removes spawnflag(s) to this entity. Many spawnflags have their respective numbers suffixed in this FGD.

AddSolidFlags <integer>

Adds solid flags to this entity.

RemoveSolidFlags <integer>

Removes solid flags from this entity.

ChangeVariable <string>

Similar to AddOutput, except it changes an internal variable similar to logic_datadesc_accessor instead. Very dangerous, use with care.

SetHealth <integer>

Sets this entity's health.

AddHealth <integer>

Adds to this entity's health.

RemoveHealth <integer>

Removes from this entity's health.

SetMaxHealth <integer>

Sets this entity's max health.

SetEntityName <target_destination>

Sets this entity's name that other entities should refer to it by.

SetTarget <target_destination>

Sets this entity's target. This is specific to certain entities, particularly logic entities that involve a target.

SetOwnerEntity <target_destination>

Sets this entity's owner entity. This has nothing to do with parenting and has more to do with collision and kill credits.

SetThinkNull <void>

Sets this entity's general think function to null. Behavior varies from entity to entity..

Touch <target_destination>

Simulates this entity touching the specified entity.

Outputs

OnQueueMoved <float>

Fired when the queue moves. Outputs the number of NPCs left in the queue.

OnNPCStartedLeavingQueue <string>

Fired when the NPC at the head of the queue starts to leave. The activator is the NPC, and the string is the name of the NPC.

OnNPCLeftQueue <string>

Fired when the NPC at the head of the queue leaves. The activator is the NPC, and the string is the name of the NPC.

Inherited from BaseActBusy

OnNPCStartedBusy <target_destination>

Fired when an NPC targeted by this goal starts an ActBusy animation.

OnNPCFinishedBusy <target_destination>

Fired when an NPC targeted by this goal finishes an ActBusy.

OnNPCLeft <target_destination>

Fired when an NPC target by this goal finishes a forced Leave.

Inherited from BaseEntityPoint

OnUser1 <void>

Fired in response to FireUser1 input.

OnUser2 <void>

Fired in response to FireUser2 input.

OnUser3 <void>

Fired in response to FireUser3 input.

OnUser4 <void>

Fired in response to FireUser4 input.

OutUser1 <string>

Fires in response to PassUser1 input, with the parameter passed through unchanged.

OutUser2 <string>

Fires in response to PassUser2 input, with the parameter passed through unchanged.

OutUser3 <string>

Fires in response to PassUser3 input, with the parameter passed through unchanged.

OutUser4 <string>

Fires in response to PassUser4 input, with the parameter passed through unchanged.