SCHED
Description
Enumerations for NPC schedules, used by ENTITY:StartEngineSchedule and NPC:SetSchedule. Serverside only.
Values
LAST_SHARED_SCHEDULE | 88 | The schedule enum limit |
SCHED_AISCRIPT | 56 | Begins AI script based on NPC's m_hCine save value. |
SCHED_ALERT_FACE | 5 | Idle stance and face ideal yaw angles. |
SCHED_ALERT_FACE_BESTSOUND | 6 | |
SCHED_ALERT_REACT_TO_COMBAT_SOUND | 7 | |
SCHED_ALERT_SCAN | 8 | Rotate 180 degrees and back to check for enemies. |
SCHED_ALERT_STAND | 9 | Remain idle until an enemy is heard or found. |
SCHED_ALERT_WALK | 10 | Walk until an enemy is heard or found. |
SCHED_AMBUSH | 52 | Remain idle until provoked or an enemy is found. |
SCHED_ARM_WEAPON | 48 | Performs ACT_ARM. |
SCHED_BACK_AWAY_FROM_ENEMY | 24 | Back away from enemy. If not possible to back away then go behind enemy. |
SCHED_BACK_AWAY_FROM_SAVE_POSITION | 26 | Requires valid enemy, backs away from SaveValue: m_vSavePosition |
SCHED_BIG_FLINCH | 23 | Heavy damage was taken for the first time in a while. |
SCHED_CHASE_ENEMY | 17 | Begin chasing an enemy. |
SCHED_CHASE_ENEMY_FAILED | 18 | Failed to chase enemy. |
SCHED_COMBAT_FACE | 12 | Face current enemy. |
SCHED_COMBAT_PATROL | 75 | Will walk around patrolling an area until an enemy is found. |
SCHED_COMBAT_STAND | 15 | |
SCHED_COMBAT_SWEEP | 13 | |
SCHED_COMBAT_WALK | 16 | |
SCHED_COWER | 40 | When not moving, will perform ACT_COWER. |
SCHED_DIE | 53 | Regular NPC death. |
SCHED_DIE_RAGDOLL | 54 | Plays NPC death sound (doesn't kill NPC). |
SCHED_DISARM_WEAPON | 49 | Holsters active weapon. (Only works with NPC's that can holster weapons) |
SCHED_DROPSHIP_DUSTOFF | 79 | |
SCHED_DUCK_DODGE | 84 | Preform Ducking animation. (Only works with npc_alyx) |
SCHED_ESTABLISH_LINE_OF_FIRE | 35 | Search for a place to shoot current enemy. |
SCHED_ESTABLISH_LINE_OF_FIRE_FALLBACK | 36 | Fallback from an established line of fire. |
SCHED_FAIL | 81 | Failed doing current schedule. |
SCHED_FAIL_ESTABLISH_LINE_OF_FIRE | 38 | Failed to establish a line of fire. |
SCHED_FAIL_NOSTOP | 82 | |
SCHED_FAIL_TAKE_COVER | 31 | Failed to take cover. |
SCHED_FALL_TO_GROUND | 78 | Fall to ground when in the air. |
SCHED_FEAR_FACE | 14 | Will express fear face. (Only works on NPCs with expressions) |
SCHED_FLEE_FROM_BEST_SOUND | 29 | |
SCHED_FLINCH_PHYSICS | 80 | Plays ACT_FLINCH_PHYSICS. |
SCHED_FORCED_GO | 71 | Force walk to SaveValue: m_vecLastPosition (debug). |
SCHED_FORCED_GO_RUN | 72 | Force run to SaveValue: m_vecLastPosition (debug). |
SCHED_GET_HEALTHKIT | 66 | Pick up item if within a radius of 5 units. |
SCHED_HIDE_AND_RELOAD | 50 | Take cover and reload weapon. |
SCHED_IDLE_STAND | 1 | Idle stance |
SCHED_IDLE_WALK | 2 | Walk to position. |
SCHED_IDLE_WANDER | 3 | Walk to random position within a radius of 200 units. |
SCHED_INTERACTION_MOVE_TO_PARTNER | 85 | |
SCHED_INTERACTION_WAIT_FOR_PARTNER | 86 | |
SCHED_INVESTIGATE_SOUND | 11 | |
SCHED_MELEE_ATTACK1 | 41 | |
SCHED_MELEE_ATTACK2 | 42 | |
SCHED_MOVE_AWAY | 68 | Move away from player. |
SCHED_MOVE_AWAY_END | 70 | Stop moving and continue enemy scan. |
SCHED_MOVE_AWAY_FAIL | 69 | Failed to move away; stop moving. |
SCHED_MOVE_AWAY_FROM_ENEMY | 25 | Move away from enemy while facing it and checking for new enemies. |
SCHED_MOVE_TO_WEAPON_RANGE | 34 | Move to the range the weapon is preferably used at. |
SCHED_NEW_WEAPON | 63 | Pick up a new weapon if within a radius of 5 units. |
SCHED_NEW_WEAPON_CHEAT | 64 | Fail safe: Create the weapon that the NPC went to pick up if it was removed during pick up schedule. |
SCHED_NONE | 0 | No schedule is being performed. |
SCHED_NPC_FREEZE | 73 | Prevents movement until COND.NPC_UNFREEZE(68) is set. |
SCHED_PATROL_RUN | 76 | Run to random position and stop if enemy is heard or found. |
SCHED_PATROL_WALK | 74 | Walk to random position and stop if enemy is heard or found. |
SCHED_PRE_FAIL_ESTABLISH_LINE_OF_FIRE | 37 | |
SCHED_RANGE_ATTACK1 | 43 | |
SCHED_RANGE_ATTACK2 | 44 | |
SCHED_RELOAD | 51 | Stop moving and reload until danger is heard. |
SCHED_RUN_FROM_ENEMY | 32 | Retreat from the established enemy. |
SCHED_RUN_FROM_ENEMY_FALLBACK | 33 | |
SCHED_RUN_FROM_ENEMY_MOB | 83 | |
SCHED_RUN_RANDOM | 77 | Run to random position within a radius of 500 units. |
SCHED_SCENE_GENERIC | 62 | |
SCHED_SCRIPTED_CUSTOM_MOVE | 59 | |
SCHED_SCRIPTED_FACE | 61 | |
SCHED_SCRIPTED_RUN | 58 | |
SCHED_SCRIPTED_WAIT | 60 | |
SCHED_SCRIPTED_WALK | 57 | |
SCHED_SHOOT_ENEMY_COVER | 39 | Shoot cover that the enemy is behind. |
SCHED_SLEEP | 87 | Sets the NPC to a sleep-like state. |
SCHED_SMALL_FLINCH | 22 | |
SCHED_SPECIAL_ATTACK1 | 45 | |
SCHED_SPECIAL_ATTACK2 | 46 | |
SCHED_STANDOFF | 47 | |
SCHED_SWITCH_TO_PENDING_WEAPON | 65 | |
SCHED_TAKE_COVER_FROM_BEST_SOUND | 28 | |
SCHED_TAKE_COVER_FROM_ENEMY | 27 | Take cover from current enemy. |
SCHED_TAKE_COVER_FROM_ORIGIN | 30 | Flee from SaveValue: vLastKnownLocation |
SCHED_TARGET_CHASE | 21 | Chase set NPC target. |
SCHED_TARGET_FACE | 20 | Face NPC target. |
SCHED_VICTORY_DANCE | 19 | Human victory dance. |
SCHED_WAIT_FOR_SCRIPT | 55 | |
SCHED_WAIT_FOR_SPEAK_FINISH | 67 | |
SCHED_WAKE_ANGRY | 4 | Spot an enemy and go from an idle state to combat state. |