Task Name
| Description
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TASK_INVALID
|
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TASK_RESET_ACTIVITY
| Forces the activity to reset.
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TASK_WAIT
| Waits for the specified number of seconds.
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TASK_ANNOUNCE_ATTACK
| Make announce attack sound
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TASK_WAIT_FACE_ENEMY
| Waits for the specified number of seconds. Will constantly turn to face the enemy while waiting.
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TASK_WAIT_FACE_ENEMY_RANDOM
| Waits up to the specified number of seconds. Will constantly turn to face the enemy while waiting.
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TASK_WAIT_PVS
| Wait until the player enters the same PVS as this character.
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TASK_SUGGEST_STATE
| DON'T use this it needs to go away.
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TASK_TARGET_PLAYER
| Set m_hTargetEnt to nearest player
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TASK_SCRIPT_WALK_TO_TARGET
| Walk to m_hTargetEnt's location
|
TASK_SCRIPT_RUN_TO_TARGET
| Run to m_hTargetEnt's location
|
TASK_SCRIPT_CUSTOM_MOVE_TO_TARGET
| Move to m_hTargetEnt's location using the activity specified by m_hCine->m_iszCustomMove.
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TASK_MOVE_TO_TARGET_RANGE
| Move to within specified range of m_hTargetEnt
|
TASK_MOVE_AWAY_PATH
| Path that moves the character a few steps forward of where it is.
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TASK_GET_PATH_AWAY_FROM_BEST_SOUND
|
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TASK_SET_GOAL
| Set the implied goal for TASK_GET_PATH_TO_GOAL
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TASK_GET_PATH_TO_GOAL
| Get the path to the goal specified by TASK_SET_GOAL
|
TASK_GET_PATH_TO_ENEMY
| Path to the enemy's location. Even if the enemy is unseen!
|
TASK_GET_PATH_TO_ENEMY_LKP
| Path to the last place this character saw the enemy
|
TASK_GET_CHASE_PATH_TO_ENEMY
| Path to the enemy's location or path to a LOS with the enemy's last known position depending on range
|
TASK_GET_PATH_TO_ENEMY_LKP_LOS
| Path to a LOS with the enemy's last known position
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TASK_GET_PATH_TO_ENEMY_CORPSE
| Path to the dead enemy's carcass.
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TASK_GET_PATH_TO_PLAYER
| Path to the player's origin
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TASK_GET_PATH_TO_ENEMY_LOS
| Path to node with line of sight to enemy
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TASK_GET_PATH_TO_RANGE_ENEMY_LKP_LOS
| Path to the within shot range of last place this character saw the enemy
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TASK_GET_PATH_TO_TARGET
| Build a path to m_hTargetEnt
|
TASK_GET_PATH_TO_TARGET_WEAPON
| Allow a little slop and allow for some Z offset (like the target is a gun on a table).
|
TASK_GET_PATH_TO_HINTNODE
| Path to nodes(m_pHintNode)
|
TASK_STORE_LASTPOSITION
| Store current position for later reference
|
TASK_CLEAR_LASTPOSITION
| Clear stored position
|
TASK_STORE_POSITION_IN_SAVEPOSITION
| Store current position for later reference
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TASK_STORE_BESTSOUND_IN_SAVEPOSITION
| Store best sound position for later reference
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TASK_STORE_BESTSOUND_REACTORIGIN_IN_SAVEPOSITION
|
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TASK_STORE_ENEMY_POSITION_IN_SAVEPOSITION
| Store current enemy position in saveposition
|
TASK_GET_PATH_TO_COMMAND_GOAL
| Move to the goal specified by the player in command mode.
|
TASK_MARK_COMMAND_GOAL_POS
|
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TASK_CLEAR_COMMAND_GOAL
|
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TASK_GET_PATH_TO_LASTPOSITION
| Path to last position (Last position must be stored with TASK_STORE_LAST_POSITION)
|
TASK_GET_PATH_TO_SAVEPOSITION
| Path to saved position (Save position must by set in code or by a task)
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TASK_GET_PATH_TO_SAVEPOSITION_LOS
| Path to location that has line of sight to saved position (Save position must by set in code or by a task)
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TASK_GET_PATH_TO_RANDOM_NODE
| Path to random node
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TASK_GET_PATH_TO_BESTSOUND
| Path to source of loudest heard sound that I care about
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TASK_GET_PATH_TO_BESTSCENT
| Path to source of the strongest scend that I care about
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TASK_RUN_PATH
| Run the current path
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TASK_WALK_PATH
| Walk the current path
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TASK_WALK_PATH_TIMED
| Walk the current path for a specified number of seconds
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TASK_WALK_PATH_WITHIN_DIST
| Walk the current path until you are x units from the goal.
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TASK_WALK_PATH_FOR_UNITS
| Walk the current path until for x units
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TASK_RUN_PATH_FLEE
| Run the current path until you are x units from the goal.
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TASK_RUN_PATH_TIMED
| Run the current path for a specified number of seconds
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TASK_RUN_PATH_FOR_UNITS
| Run the current path until for x units
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TASK_RUN_PATH_WITHIN_DIST
| Run the current path until you are x units from the goal.
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TASK_STRAFE_PATH
| Walk the current path sideways (must be supported by animation)
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TASK_CLEAR_MOVE_WAIT
| Clear m_flMoveWaitFinished (timer that inhibits movement)
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TASK_SMALL_FLINCH
| Decide on the appropriate small flinch animation and play it.
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TASK_BIG_FLINCH
| Decide on the appropriate big flinch animation and play it.
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TASK_FACE_IDEAL
| Turn to face ideal yaw
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TASK_FACE_REASONABLE
| Find an interesting direction to face. Don't face into walls corners if you can help it.
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TASK_FACE_PATH
| Turn to face the way I should walk or run
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TASK_FACE_PLAYER
| Turn to face a player
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TASK_FACE_ENEMY
| Turn to face the enemy
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TASK_FACE_HINTNODE
| Turn to face nodes(m_pHintNode)
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TASK_PLAY_HINT_ACTIVITY
| Play activity associate with the current hint
|
TASK_FACE_TARGET
| Turn to face m_hTargetEnt
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TASK_FACE_LASTPOSITION
| Turn to face stored last position (last position must be stored first!)
|
TASK_FACE_SAVEPOSITION
| Turn to face stored save position (save position must be stored first!)
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TASK_SET_IDEAL_YAW_TO_CURRENT
| Set the current facing to be the ideal
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TASK_RANGE_ATTACK1
| Attack the enemy (should be facing the enemy)
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TASK_RANGE_ATTACK2
| Attack the enemy (should be facing the enemy)
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TASK_MELEE_ATTACK1
| Attack the enemy (should be facing the enemy)
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TASK_MELEE_ATTACK2
| Attack the enemy (should be facing the enemy)
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TASK_RELOAD
| Reload weapon
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TASK_SPECIAL_ATTACK1
| Execute special attack (user-defined)
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TASK_SPECIAL_ATTACK2
| Execute special attack (user-defined)
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TASK_FIND_HINTNODE
|
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TASK_FIND_LOCK_HINTNODE
|
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TASK_CLEAR_HINTNODE
|
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TASK_LOCK_HINTNODE
| Claim m_pHintNode exclusively for this NPC.
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TASK_SOUND_ANGRY
| Emit an angry sound
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TASK_SOUND_DEATH
| Emit a dying sound
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TASK_SOUND_IDLE
| Emit an idle sound
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TASK_SOUND_WAKE
| Emit a sound because you are pissed off because you just saw someone you don't like
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TASK_SOUND_PAIN
| Emit a pain sound
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TASK_SOUND_DIE
| Emit a death sound
|
TASK_SPEAK_SENTENCE
| Speak a sentence
|
TASK_WAIT_FOR_SPEAK_FINISH
| Wait for the current sentence I'm speaking to finish
|
TASK_SET_ACTIVITY
| Set current animation activity to the specified activity
|
TASK_SET_SCHEDULE
| Immediately change to a schedule of the specified type
|
TASK_SET_FAIL_SCHEDULE
| Set the specified schedule to execute if the current schedule fails.
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TASK_SET_TOLERANCE_DISTANCE
| How close to route goal do I need to get
|
TASK_SET_ROUTE_SEARCH_TIME
| How many seconds should I spend search for a route
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TASK_CLEAR_FAIL_SCHEDULE
| Return to use of default fail schedule
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TASK_PLAY_SEQUENCE
| Play the specified animation sequence before continuing
|
TASK_PLAY_PRIVATE_SEQUENCE
| Play the specified private animation sequence before continuing
|
TASK_PLAY_PRIVATE_SEQUENCE_FACE_ENEMY
| Turn to face the enemy while playing specified animation sequence
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TASK_PLAY_SEQUENCE_FACE_ENEMY
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TASK_PLAY_SEQUENCE_FACE_TARGET
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TASK_FIND_COVER_FROM_BEST_SOUND
| tries lateral cover first then node cover
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TASK_FIND_COVER_FROM_ENEMY
| tries lateral cover first then node cover
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TASK_FIND_LATERAL_COVER_FROM_ENEMY
| Find a place to hide from the enemy somewhere on either side of me
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TASK_FIND_BACKAWAY_FROM_SAVEPOSITION
| Find a place further from the saved position
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TASK_FIND_NODE_COVER_FROM_ENEMY
| Fine a place to hide from the enemy anywhere. Use the node system.
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TASK_FIND_NEAR_NODE_COVER_FROM_ENEMY
| Find a place to hide from the enemy that's within the specified distance
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TASK_FIND_FAR_NODE_COVER_FROM_ENEMY
| data for this one is there MINIMUM aceptable distance to the cover.
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TASK_FIND_COVER_FROM_ORIGIN
| Find a place to go that can't see to where I am now.
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TASK_DIE
| Unhook from the AI system.
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TASK_WAIT_FOR_SCRIPT
| Wait until scripted sequence plays
|
TASK_PUSH_SCRIPT_ARRIVAL_ACTIVITY
| Play scripted sequence animation
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TASK_PLAY_SCRIPT
| Play scripted sequence animation
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TASK_PLAY_SCRIPT_POST_IDLE
| Play scripted sequence animation
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TASK_ENABLE_SCRIPT
| Play scripted sequence animation
|
TASK_PLANT_ON_SCRIPT
| Play scripted sequence animation
|
TASK_FACE_SCRIPT
| Play scripted sequence animation
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TASK_PLAY_SCENE
| Wait for scene to complete
|
TASK_WAIT_RANDOM
| Wait for 0 to specified number of seconds
|
TASK_WAIT_INDEFINITE
| Wait forever (until this schedule is interrupted)
|
TASK_STOP_MOVING
|
TASK_TURN_LEFT
| Turn left the specified number of degrees
|
TASK_TURN_RIGHT
| Turn right the specified number of degrees
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TASK_REMEMBER
| Remember the specified piece of data
|
TASK_FORGET
| Forget the specified piece of data
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TASK_WAIT_FOR_MOVEMENT
| Wait until current movement is complete.
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TASK_WAIT_FOR_MOVEMENT_STEP
| Wait until a single-step movement is complete.
|
TASK_WAIT_UNTIL_NO_DANGER_SOUND
| Wait until I can't hear any danger sound.
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TASK_WEAPON_FIND
| Pick up new weapons
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TASK_WEAPON_PICKUP
| Pick up new weapons
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TASK_WEAPON_RUN_PATH
| run to weapon but break if someone else picks it up
|
TASK_WEAPON_CREATE
|
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TASK_ITEM_PICKUP
|
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TASK_ITEM_RUN_PATH
|
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TASK_USE_SMALL_HULL
| Use small hull for tight navigation
|
TASK_FALL_TO_GROUND
| wait until you are on ground
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TASK_WANDER
| Wander for a specfied amound of time
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TASK_FREEZE
|
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TASK_GATHER_CONDITIONS
| regather conditions at the start of a schedule (all conditions are cleared between schedules)
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TASK_IGNORE_OLD_ENEMIES
| Require an enemy be seen after the task is run to be considered a candidate enemy
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TASK_DEBUG_BREAK
|
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TASK_ADD_HEALTH
| Add a specified amount of health to this NPC
|