HPL3/Amnesia: Rebirth/Scripting/Agents/Ghouls
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Contents
- 1 Basic Overview
- 2 Modes
- 3 Command Functions
- 4 unsorted funcs
Basic Overview
Map Configuration
Make sure any agents placed in your map are set to inactive. Activating them later via map script ensures that the agent can register itself with AgentBlackboard.
TODO
Scripting Setup
TODO
Modes vs Commands
Each mode contains a subset of behaviors. They define what the 'default' action for the agent should be and can be used to give different agents of the same type unique behaviors.
A command is an order issued to the agent independent of the current mode. They can be used to override the agents current action.
Unlike previous HPL titles, agents should only be controlled through modes and commands, NOT through changing the agent state.
General Functions
Ghoul_Mode_Set
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.
Parameters
- asAgentName (tString) — Name of the agent.
- aMode (tString) — Which mode to put the ghoul in.
- abForce (bool) — If true the ghoul will switch the behavior instantly regardless of state, otherwise it will do so more naturally on the next best opportunity.
Returns:
- void
Modes
eGhoulMode_Idle
This is the ghouls default mode. In this mode the ghoul will remain stationary when not reacting to the player.
TODO - Verify there are no idle specific functions.
eGhoulMode_Patrol
A ghoul in patrol mode will move to specified patrol path nodes when not reacting to the player.
Ghoul_ModePatrol_Setup
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.
Parameters
- asAgentName (tString) — Name of the agent.
- abRandom (bool) — If nodes should be picked randomly, otherwise they will be picked in the order added.
- aSpeed (eGhoulSpeed) — The speed with which the ghoul will move.
Returns:
- void
Ghoul_ModePatrol_AddNode
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.
Parameters
- asAgentName (tString) — Name of the agent.
- asNodeName (tString) — Name of the node.
- afMinWaitTime (float) — The minimum amount of time how long the ghoul should wait at this node.
- afMaxWaitTime (float) — The maximum amount of time how long the ghoul should wait at this node.
- asAnimName (tString) — Name of the animation that should play when the ghoul reaches this node.
- abLoopAnim (bool) — If the animation should loop.
Returns:
- void
Ghoul_ModePatrol_ClearNodes
void Ghoul_ModePatrol_ClearNodes(const tString &in asAgentName)
Removes all the nodes from the patrol mode list.
Parameters
- asAgentName (tString) — Name of the agent.
Returns:
- void
Ghoul_ModePatrol_SetSpeed
eGhoulMode_RandomWanderArea
A ghoul in the random wander area will move to random nodes within a specified area when not reacting to the player.
Ghoul_ModeRandomWanderArea_Setup
void Ghoul_ModeRandomWanderArea_Setup(const tString &in asAgentName, const cVector3f &in avAreaCenter, float afMinRadius, float afMaxRadius)
Makes the ghoul randomly wander inside a specified area.
Parameters
- asAgentName (tString) — Name of the agent.
- avAreaCenter (cVector3f) — The center of the area.
- afMinRadius (float) — The closest distance the nodes can be picked from.
- afMaxRadius (float) — The furthest distance the nodes can be picked from.
Returns:
- void
eGhoulMode_Guard
TODO - Guard mode overview TODO - Guard vs Enthralled
Ghoul_ModeGuard_Setup
void Ghoul_ModeGuard_Setup(const tString &in asAgentName, const tString &in asLookAtEntity, const tString &in asStandPosEntity, const tString &in asIdleAnim,
const tString &in asIdleSound, const tString &in asDisturbAnim, eGhoulSpeed aSpeedState = eGhoulSpeed_FastWalk)
Makes the ghoul enter the Guard state.
Parameters
- asAgentName (tString) — Name of the agent.
- asLookAtEntity (tString) — Name of the entity to be turned toward.
- asStandPosEntity (tString) — Name of the entity to stand at.
- asIdleAnim (tString) — Name of the idle animation.
- asIdleSound (tString) — Name of the sound entity placed in the map that will be played when guarding.
- asDisturbAnim (tString) — Name of the disturbed animation.
- aSpeedState (eGhoulSpeed) — Speed state of the ghoul when moving to the stand pos.
Returns:
- void
eGhoulMode_Enthralled
A ghoul in enthralled mode will move to a specified location when not reacting to the player.
Ghoul_ModeEnthralled_Setup
void Ghoul_ModeEnthralled_Setup(const tString &in asAgentName, const tString &in asLookAtEntity, const tString &in asStandPosEntity, const tString &in asIdleAnim)
Puts the ghoul in the enthralled state.
Parameters
- asAgentName (tString) — Name of the agent.
- asLookAtEntity (tString) — Name of the entity to be turned toward.
- asStandPosEntity (tString) — Name of the entity to stand at.
- asIdleAnim (tString) — Name of the idle animation.
Returns:
- void
eGhoulMode_Hunt
A ghoul in hunt mode will be always hunting the player.
TODO - Verify no hunt specific funcs
eGhoulMode_StalkThroughHoles
Mode behavior and functionality currently unknown.
Ghoul_ModeStalkThroughHoles_Setup
void Ghoul_ModeStalkThroughHoles_Setup(const tString &in asAgentName, const tString &in asHoleNetwork, const tString &in asPlayerPath = "", const tString &in asHoleConnections = "", bool abHideUntilDisturbed = false)
Sets up the basic parameters for the StalkThroughHoles mode.
Parameters
- asAgentName (tString) — Name of the agent.
- asHoleNetwork (tString) — The name of the group of ghoul holes the ghoul should move between, use wildcard *.
- asPlayerPath (tString) — The name of the group of nodes that represent the general path the player will take, used to determine if a hole is ahead or behind the player, use wildcard *.
- asHoleConnections (tString) — The name of a group of areas that represent the connections between holes, the ghoul will move along these areas and make noise, use wildcard *.
- abHideUntilDisturbed (bool) — If the ghoul shouldn't emerge unless the player makes noise.
Returns:
- void
eGhoulMode_Trapped
TODO - Verify that this mode does nothing.
Command Functions
General
Ghoul_Command_Remove
void Ghoul_Command_Remove(const tString &in asAgentName, bool abForce = true)
Removes the current command that is set for the ghoul to execute.
Parameters
- asAgentName (tString) — Name of the agent.
- abForce (bool) — If the ghoul should abandond the command immediately, or wait to finish what it's doing.
Returns:
- void
Ghoul_CommandRetreat_Execute
void Ghoul_CommandRetreat_Execute(const tString &in asAgentName, bool abForce = false, bool abAutomaticRetreat = true, const cVector3f &in avPos = cVector3f_Zero, const tString &in asCompletedCallback = "")
Executes the retreat command.
Parameters
- asAgentName (tString) — Name of the agent.
- abForce (bool) — If the command should be executed immediately, or at a more appropriate time.
- abAutomaticRetreat (bool) — If the ghoul should pick an appropriate node to retreat to, otherwise a position needs to be provided with the
avPos
argument. - avPos (cVector3f) — The position the ghoul should retreat to, will only be considered when
abAutomaticRetreat
is true. - asCompletedCallback (tString) — The function that will be called after the command is completed, syntax:
void Func(const tString &in asEntity)
.
Returns:
- void
Ghoul_CommandUseDoor_Execute
void Ghoul_CommandUseDoor_Execute(const tString &in asAgentName, const tString &in asDoorName, bool abBreak = false, bool abForce = false, eGhoulSpeed aSpeed = eGhoulSpeed_Walk, const tString &in asCompletedCallback = "")
Executes the command that makes the ghoul move to and interact with a door.
Parameters
- asAgentName (tString) — Name of the agent.
- asDoorName (tString) — The name of the door the ghoul should interact with.
- abBreak (bool) — If the ghoul should break the door, otherwise it will attempt to open it.
- abForce (bool) — If the command should be executed immediately, or at a more appropriate time.
- aSpeed (eGhoulSpeed) — The speed with which the ghoul will move.
- asCompletedCallback (tString) — The function that will be called after the command is completed, syntax:
void Func(const tString &in asEntity)
.
Returns:
- void
Patrol Commands
Ghoul_CommandPatrol_AddNode
void Ghoul_CommandPatrol_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 patrol nodes for a patrol command.
Parameters
- asAgentName (tString) — Name of the agent.
- asNodeName (tString) — Name of the node.
- afMinWaitTime (float) — The minimum amount of time how long the ghoul should wait at this node.
- afMaxWaitTime (float) — The maximum amount of time how long the ghoul should wait at this node.
- asAnimName (tString) — Name of the animation that should play when the ghoul reaches this node.
- abLoopAnim (bool) — If the animation should loop.
Returns:
- void
Ghoul_CommandPatrol_ClearNodes
void Ghoul_CommandPatrol_ClearNodes(const tString &in asAgentName)
Removes all the nodes from the patrol command list.
Parameters
- asAgentName (tString) — Name of the agent.
Returns:
- void
Ghoul_CommandPatrol_SetSpeed
void Ghoul_CommandPatrol_SetSpeed(const tString &in asAgentName, eGhoulSpeed aSpeed = eGhoulSpeed_Walk)
Sets the speed of movement for the current patrol command.
Parameters
- asAgentName (tString) — Name of the agent.
- aSpeed (eGhoulSpeed) — The speed with which the ghoul will move.
Returns:
- void
Ghoul_CommandPatrol_SetSpeed
void Ghoul_CommandPatrol_SetSpeed(const tString &in asAgentName, eGhoulSpeed aSpeed = eGhoulSpeed_Walk)
Sets the speed of movement for the current patrol command.
Parameters
- asAgentName (tString) — Name of the agent.
- aSpeed (eGhoulSpeed) — The speed with which the ghoul will move.
Returns:
- void
Ghoul_CommandPatrol_Execute
void Ghoul_CommandPatrol_Execute(const tString &in asAgentName, bool abForce = false, int alLoopCount = 1, bool abRandom = false, eGhoulSpeed aSpeed = eGhoulSpeed_Walk, const tString &in asCompletedCallback = "")
Executes the patrol command.
Parameters
- asAgentName (tString) — Name of the agent.
- abForce (bool) — If the command should be executed immediately, or at a more appropriate time.
- alLoopCount (int) — How many times the ghoul should patrol the node set, only positive values are allowed, use the patrol mode for infinite loops.
- abRandom (bool) — If nodes should be picked randomly, otherwise they will be picked in the order added.
- aSpeed (eGhoulSpeed) — The speed with which the ghoul will move.
- asCompletedCallback (tString) — The function that will be called after the command is completed, syntax:
void Func(const tString &in asEntity)
.
Returns:
- void
Ghoul_CommandSmellPatrol_Execute
void Ghoul_CommandSmellPatrol_Execute(const tString &in asAgentName, bool abForce = false, int alLoopCount = 1, bool abRandom = false, eGhoulSpeed aSpeed = eGhoulSpeed_Walk, const tString &in asCompletedCallback = "")
Executes the smell patrol command, where the ghoul will patrol while sniffing. If the ghoul actually catches the player's scent and begins tracking them down, the smell patrol becomes a normal patrol.
Parameters
- asAgentName (tString) — Name of the agent.
- abForce (bool) — If the command should be executed immediately, or at a more appropriate time.
- alLoopCount (int) — How many times the ghoul should patrol the node set, only positive values are allowed, use the patrol mode for infinite loops.
- abRandom (bool) — If nodes should be picked randomly, otherwise they will be picked in the order added.
- aSpeed (eGhoulSpeed) — The speed with which the ghoul will move.
- asCompletedCallback (tString) — The function that will be called after the command is completed, syntax:
void Func(const tString &in asEntity)
.
Returns:
- void
Ghoul Hole Commands
Ghoul_CommandGoToSpecificHole_Execute
void Ghoul_CommandGoToSpecificHole_Execute(const tString &in asAgentName, const tString &in asHole, bool abForce = false, bool abInstant = false, bool abDeactivateAfter = false, eGhoulSpeed aSpeed = eGhoulSpeed_Walk, const tString &in asCompletedCallback = "")
Executes the command that makes the ghoul move to and enter a specified ghoul hole.
Parameters
- asAgentName (tString) — Name of the agent.
- asHole (tString) — The name of the hole the ghoul should retreat to.
- abForce (bool) — If the command should be executed immediately, or at a more appropriate time.
- abInstant (bool) — If the ghoul should start hiding in a hole instantly, being teleported then and hidden.
- abDeactivateAfter (bool) — ?
- aSpeed (eGhoulSpeed) — The speed with which the ghoul will move.
- asCompletedCallback (tString) — The function that will be called after the command is completed, syntax:
void Func(const tString &in asEntity)
.
Returns:
- void
Ghoul_CommandGoToHole_Execute
void Ghoul_CommandGoToHole_Execute(const tString &in asAgentName, const cVector3f &in avPos, bool abForce = false, bool abInstant = false, bool abDeactivateAfter = false,
bool abClosest = true, eGhoulSpeed aSpeed = eGhoulSpeed_Walk, float afMinRadius = -1.0f, float afMaxRadius = -1.0f, bool abOnlyFree = false,
bool abOnlyOutOfPlayerSight = false, const tString &in asCompletedCallback = "")
Executes the command that makes the ghoul move to and enter a hole based on certain parameters.
Parameters
- asAgentName (tString) — Name of the agent.
- avPos (cVector3f) — The position to which distances will be calculated.
- abForce (bool) — If the command should be executed immediately, or at a more appropriate time.
- abInstant (bool) — If the ghoul should start hiding in a hole instantly, being teleported then and hidden.
- abDeactivateAfter (bool) — ?
- abClosest (bool) — If the closest node to
avPos
should be picked, otherwise a random node that fits the other parameters will be chosen. - aSpeed (eGhoulSpeed) — The speed with which the ghoul will move.
- afMinRadius (float) — The minimum distance from avPos that a ghoul hole can be at.
- afMaxRadius (float) — The maximum distance from avPos that a ghoul hole can be at.
- abOnlyFree (bool) — If only free holes (that aren't occupied by other ghouls) should be chosen.
- abOnlyOutOfPlayerSight (bool) — If only holes that are out of the player's sight should be chosen.
- asCompletedCallback (tString) — The function that will be called after the command is completed, syntax:
void Func(const tString &in asEntity)
.
Returns:
- void
Ghoul_CommandEmergeFromHole_Execute
void Ghoul_CommandEmergeFromHole_Execute(const tString &in asAgentName, const tString &in asHole, bool abForce = false, const tString &in asCompletedCallback = "", const tString &in asCustomAnim = "", const tString &in asCustomAnimEntity = "")
Executes the command that makes the ghoul emerge from a hole. If the ghoul is not hiding, it will be teleported to the hole and play the emerge animation..
Parameters
- asAgentName (tString) — Name of the agent.
- asHole (tString) — The name of the hole the ghoul should retreat to.
- abForce (bool) — If the command should be executed immediately, or at a more appropriate time.
- asCompletedCallback (tString) — The function that will be called after the command is completed, syntax:
void Func(const tString &in asEntity)
. - asCustomAnim (tString) — Name of the custom animation.
- asCustomAnimEntity (tString) — Entity to play the custom anim at.
Returns:
- void
unsorted funcs
/**
* Puts a ghoul in the EatMeat state and destroys the specified meat.
*
* @param asAgentName, name of the agent
* @param asMeatEntity, name of the meat to be destroyed
**/
void Ghoul_EatMeat(const tString &in asAgentName, const tString &in asMeatEntity)
PLACEHOLDER
Return Type | Function and Description |
---|---|
void | Button_Blink(const tString &in asName) Makes the button blink in accordance to how it is set up in the ent file |
PLACEHOLDER
Billboard_SetBrightness
void Billboard_SetBrightness(const tString &in asBillboardName,
float afBrightness)
Sets the brightness of a billboard
Parameters
- asBillboardName (tString) — name of billboard. Can contain wildcards.
- afBrightness (float) — new brightness
Returns:
- void