HPL3/Amnesia: Rebirth/Scripting/Agents/Ghouls
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Contents
Basic Setup
Map Configuration
Scripting Setup
Important Functions
void Ghoul_Mode_Set(const tString &in asAgentName, eGhoulMode aMode, bool abForce = false)
Puts the ghoul into a mode, which determines its behavior when it's not reacting to the player's presence.
asAgentName: Name of the agent.
aMode: Which mode to put the ghoul in.
abForce: If true the ghoul will switch the behavior instantly regardless of state, otherwise it will do so more naturally on the next best opportunity.
Modes
eGhoulMode_Idle
Idle Functions
eGhoulMode_Patrol
A ghoul in patrol mode will move to specified patrol path nodes when not reacting to the player.
Patrol Functions
void Ghoul_ModePatrol_Setup(const tString &in asAgentName, bool abRandom = false, eGhoulSpeed aSpeed = eGhoulSpeed_Walk)
Sets up the basic parameters for the ghoul's patrol mode.
asAgentName: Name of the agent.
abRandom: If nodes should be picked randomly, otherwise they will be picked in the order added.
aSpeed: The speed with which the ghoul will move.
void Ghoul_ModePatrol_AddNode(const tString &in asAgentName, const tString&in asNodeName, float afMinWaitTime = 0, float afMaxWaitTime= - 1,
const tString &in asAnimName = "", bool abLoopAnim = false)
Adds a node to the list of nodes to patrol in patrol mode.
asAgentName: Name of the agent.
asNodeName: Name of the node.
afMinWaitTime: The minimum amount of time how long the ghoul should wait at this node.
afMaxWaitTime: The maximum amount of time how long the ghoul should wait at this node.
asAnimName: Name of the animation that should play when the ghoul reaches this node.
abLoopAnim If the animation should loop.
- Clears nodes PLACEHOLDER
eGhoulMode_StalkThroughHoles
eGhoulMode_Hunt
A ghoul in hunt mode will be always hunting the player.
eGhoulMode_Trapped
eGhoulMode_Enthralled
A ghoul in enthralled mode will move to a specific location when not reacting to the player.
eGhoulMode_Guard
eGhoulMode_RandomWanderArea
A ghoul in the random wander area will move to random path nodes within a specified area when not reacting to the player.