Revision Difference
Enums/SCHED#516513
<cat>enum</cat>
<enum>
<description>Enumerations for NPC schedules, used by <page>ENTITY:StartEngineSchedule</page> and <page>NPC:SetSchedule</page>. Serverside only.</description>
<items>
<item key="LAST_SHARED_SCHEDULE" value="88|The schedule enum limit"></item>⤶
<item key="SCHED_AISCRIPT" value="56|Begins AI script based on NPC's `m_hCine` save value."></item>⤶
<item key="SCHED_ALERT_FACE" value="5|Idle stance and face ideal yaw angles."></item>⤶
<item key="SCHED_ALERT_FACE_BESTSOUND" value="6"></item>⤶
<item key="SCHED_ALERT_REACT_TO_COMBAT_SOUND" value="7"></item>⤶
<item key="SCHED_ALERT_SCAN" value="8|Rotate 180 degrees and back to check for enemies."></item>⤶
<item key="SCHED_ALERT_STAND" value="9|Remain idle until an enemy is heard or found."></item>⤶
<item key="SCHED_ALERT_WALK" value="10|Walk until an enemy is heard or found."></item>⤶
<item key="SCHED_AMBUSH" value="52|Remain idle until provoked or an enemy is found."></item>⤶
<item key="SCHED_ARM_WEAPON" value="48|Performs ACT_ARM."></item>⤶
<item key="SCHED_BACK_AWAY_FROM_ENEMY" value="24|Back away from enemy. If not possible to back away then go behind enemy."></item>⤶
<item key="SCHED_BACK_AWAY_FROM_SAVE_POSITION" value="26"></item>⤶
<item key="SCHED_BIG_FLINCH" value="23|Heavy damage was taken for the first time in a while."></item>⤶
<item key="SCHED_CHASE_ENEMY" value="17|Begin chasing an enemy."></item>⤶
<item key="SCHED_CHASE_ENEMY_FAILED" value="18|Failed to chase enemy."></item>⤶
<item key="SCHED_COMBAT_FACE" value="12|Face current enemy."></item>⤶
<item key="SCHED_COMBAT_PATROL" value="75|Will walk around patrolling an area until an enemy is found."></item>⤶
<item key="SCHED_COMBAT_STAND" value="15"></item>⤶
<item key="SCHED_COMBAT_SWEEP" value="13"></item>⤶
<item key="SCHED_COMBAT_WALK" value="16"></item>⤶
<item key="SCHED_COWER" value="40|When not moving, will perform ACT_COWER."></item>⤶
<item key="SCHED_DIE" value="53|Regular NPC death."></item>⤶
<item key="SCHED_DIE_RAGDOLL" value="54|Plays NPC death sound (doesn't kill NPC)."></item>⤶
<item key="SCHED_DISARM_WEAPON" value="49|Holsters active weapon. (Only works with NPC's that can holster weapons)"></item>⤶
<item key="SCHED_DROPSHIP_DUSTOFF" value="79"></item>⤶
<item key="SCHED_DUCK_DODGE" value="84|Preform Ducking animation. (Only works with npc_alyx)"></item>⤶
<item key="SCHED_ESTABLISH_LINE_OF_FIRE" value="35|Search for a place to shoot current enemy."></item>⤶
<item key="SCHED_ESTABLISH_LINE_OF_FIRE_FALLBACK" value="36|Fallback from an established line of fire."></item>⤶
<item key="SCHED_FAIL" value="81|Failed doing current schedule."></item>⤶
<item key="SCHED_FAIL_ESTABLISH_LINE_OF_FIRE" value="38|Failed to establish a line of fire."></item>⤶
<item key="SCHED_FAIL_NOSTOP" value="82"></item>⤶
<item key="SCHED_FAIL_TAKE_COVER" value="31|Failed to take cover."></item>⤶
<item key="SCHED_FALL_TO_GROUND" value="78|Fall to ground when in the air."></item>⤶
<item key="SCHED_FEAR_FACE" value="14|Will express fear face. (Only works on NPCs with expressions)"></item>⤶
<item key="SCHED_FLEE_FROM_BEST_SOUND" value="29"></item>⤶
<item key="SCHED_FLINCH_PHYSICS" value="80|Plays ACT_FLINCH_PHYSICS."></item>⤶
<item key="SCHED_FORCED_GO" value="71|Force walk to position (debug)."></item>⤶
<item key="SCHED_FORCED_GO_RUN" value="72|Force run to position (debug)."></item>⤶
<item key="SCHED_GET_HEALTHKIT" value="66|Pick up item if within a radius of 5 units."></item>⤶
<item key="SCHED_HIDE_AND_RELOAD" value="50|Take cover and reload weapon."></item>⤶
<item key="SCHED_IDLE_STAND" value="1|Idle stance"></item>⤶
<item key="SCHED_IDLE_WALK" value="2|Walk to position."></item>⤶
<item key="SCHED_IDLE_WANDER" value="3|Walk to random position within a radius of 200 units."></item>⤶
<item key="SCHED_INTERACTION_MOVE_TO_PARTNER" value="85"></item>⤶
<item key="SCHED_INTERACTION_WAIT_FOR_PARTNER" value="86"></item>⤶
<item key="SCHED_INVESTIGATE_SOUND" value="11"></item>⤶
<item key="SCHED_MELEE_ATTACK1" value="41"></item>⤶
<item key="SCHED_MELEE_ATTACK2" value="42"></item>⤶
<item key="SCHED_MOVE_AWAY" value="68|Move away from player."></item>⤶
<item key="SCHED_MOVE_AWAY_END" value="70|Stop moving and continue enemy scan."></item>⤶
<item key="SCHED_MOVE_AWAY_FAIL" value="69|Failed to move away; stop moving."></item>⤶
<item key="SCHED_MOVE_AWAY_FROM_ENEMY" value="25|Move away from enemy while facing it and checking for new enemies."></item>⤶
<item key="SCHED_MOVE_TO_WEAPON_RANGE" value="34|Move to the range the weapon is preferably used at."></item>⤶
<item key="SCHED_NEW_WEAPON" value="63|Pick up a new weapon if within a radius of 5 units."></item>⤶
<item key="SCHED_NEW_WEAPON_CHEAT" value="64|Fail safe: Create the weapon that the NPC went to pick up if it was removed during pick up schedule."></item>⤶
<item key="SCHED_NONE" value="0|No schedule is being performed."></item>⤶
<item key="SCHED_NPC_FREEZE" value="73|Prevents movement until COND_NPC_UNFREEZE(68) is set."></item>⤶
<item key="SCHED_PATROL_RUN" value="76|Run to random position and stop if enemy is heard or found."></item>⤶
<item key="SCHED_PATROL_WALK" value="74|Walk to random position and stop if enemy is heard or found."></item>⤶
<item key="SCHED_PRE_FAIL_ESTABLISH_LINE_OF_FIRE" value="37"></item>⤶
<item key="SCHED_RANGE_ATTACK1" value="43"></item>⤶
<item key="SCHED_RANGE_ATTACK2" value="44"></item>⤶
<item key="SCHED_RELOAD" value="51|Stop moving and reload until danger is heard."></item>⤶
<item key="SCHED_RUN_FROM_ENEMY" value="32|Retreat from the established enemy."></item>⤶
<item key="SCHED_RUN_FROM_ENEMY_FALLBACK" value="33"></item>⤶
<item key="SCHED_RUN_FROM_ENEMY_MOB" value="83"></item>⤶
<item key="SCHED_RUN_RANDOM" value="77|Run to random position within a radius of 500 units."></item>⤶
<item key="SCHED_SCENE_GENERIC" value="62"></item>⤶
<item key="SCHED_SCRIPTED_CUSTOM_MOVE" value="59"></item>⤶
<item key="SCHED_SCRIPTED_FACE" value="61"></item>⤶
<item key="SCHED_SCRIPTED_RUN" value="58"></item>⤶
<item key="SCHED_SCRIPTED_WAIT" value="60"></item>⤶
<item key="SCHED_SCRIPTED_WALK" value="57"></item>⤶
<item key="SCHED_SHOOT_ENEMY_COVER" value="39|Shoot cover that the enemy is behind."></item>⤶
<item key="SCHED_SLEEP" value="87|Sets the NPC to a sleep-like state."></item>⤶
<item key="SCHED_SMALL_FLINCH" value="22"></item>⤶
<item key="SCHED_SPECIAL_ATTACK1" value="45"></item>⤶
<item key="SCHED_SPECIAL_ATTACK2" value="46"></item>⤶
<item key="SCHED_STANDOFF" value="47"></item>⤶
<item key="SCHED_SWITCH_TO_PENDING_WEAPON" value="65"></item>⤶
<item key="SCHED_TAKE_COVER_FROM_BEST_SOUND" value="28"></item>⤶
<item key="SCHED_TAKE_COVER_FROM_ENEMY" value="27|Take cover from current enemy."></item>⤶
<item key="SCHED_TAKE_COVER_FROM_ORIGIN" value="30"></item>⤶
<item key="SCHED_TARGET_CHASE" value="21|Chase set NPC target."></item>⤶
<item key="SCHED_TARGET_FACE" value="20|Face NPC target."></item>⤶
<item key="SCHED_VICTORY_DANCE" value="19|Human victory dance."></item>⤶
<item key="SCHED_WAIT_FOR_SCRIPT" value="55"></item>⤶
<item key="SCHED_WAIT_FOR_SPEAK_FINISH" value="67"></item>⤶
<item key="SCHED_WAKE_ANGRY" value="4|Spot an enemy and go from an idle state to combat state."></item>⤶
<item key="LAST_SHARED_SCHEDULE" value="88">The schedule enum limit</item>⤶
<item key="SCHED_AISCRIPT" value="56">Begins AI script based on NPC's `m_hCine` save value.</item>⤶
<item key="SCHED_ALERT_FACE" value="5">Idle stance and face ideal yaw angles.</item>⤶
<item key="SCHED_ALERT_FACE_BESTSOUND" value="6⤶
</items>
</enum>
{{EnumField">SCHED_ALERT_REACT_TO_COMBAT_SOUND|7</item>⤶
<item key="SCHED_ALERT_SCAN" value="8">Rotate 180 degrees and back to check for enemies.</item>⤶
<item key="SCHED_ALERT_STAND" value="9">Remain idle until an enemy is heard or found.</item>⤶
<item key="SCHED_ALERT_WALK" value="10">Walk until an enemy is heard or found.</item>⤶
<item key="SCHED_AMBUSH" value="52">Remain idle until provoked or an enemy is found.</item>⤶
<item key="SCHED_ARM_WEAPON" value="48">Performs ACT_ARM.</item>⤶
<item key="SCHED_BACK_AWAY_FROM_ENEMY" value="24">Back away from enemy. If not possible to back away then go behind enemy.</item>⤶
<item key="SCHED_BACK_AWAY_FROM_SAVE_POSITION" value="26}}{{EnumField">SCHED_BIG_FLINCH|23|Heavy damage was taken for the first time in a while.</item>⤶
<item key="SCHED_CHASE_ENEMY" value="17">Begin chasing an enemy.</item>⤶
<item key="SCHED_CHASE_ENEMY_FAILED" value="18">Failed to chase enemy.</item>⤶
<item key="SCHED_COMBAT_FACE" value="12">Face current enemy.</item>⤶
<item key="SCHED_COMBAT_PATROL" value="75">Will walk around patrolling an area until an enemy is found.</item>⤶
<item key="SCHED_COMBAT_STAND" value="15}}{{EnumField">SCHED_COMBAT_SWEEP|13</item>⤶
<item key="SCHED_COMBAT_WALK" value="16}}{{EnumField">SCHED_COWER|40|When not moving, will perform ACT_COWER.</item>⤶
<item key="SCHED_DIE" value="53">Regular NPC death.</item>⤶
<item key="SCHED_DIE_RAGDOLL" value="54">Plays NPC death sound (doesn't kill NPC).</item>⤶
<item key="SCHED_DISARM_WEAPON" value="49">Holsters active weapon. (Only works with NPC's that can holster weapons)</item>⤶
<item key="SCHED_DROPSHIP_DUSTOFF" value="79}}{{EnumField">SCHED_DUCK_DODGE|84|Preform Ducking animation. (Only works with npc_alyx)</item>⤶
<item key="SCHED_ESTABLISH_LINE_OF_FIRE" value="35">Search for a place to shoot current enemy.</item>⤶
<item key="SCHED_ESTABLISH_LINE_OF_FIRE_FALLBACK" value="36">Fallback from an established line of fire.</item>⤶
<item key="SCHED_FAIL" value="81">Failed doing current schedule.</item>⤶
<item key="SCHED_FAIL_ESTABLISH_LINE_OF_FIRE" value="38">Failed to establish a line of fire.</item>⤶
<item key="SCHED_FAIL_NOSTOP" value="82}}{{EnumField">SCHED_FAIL_TAKE_COVER|31|Failed to take cover.</item>⤶
<item key="SCHED_FALL_TO_GROUND" value="78">Fall to ground when in the air.</item>⤶
<item key="SCHED_FEAR_FACE" value="14">Will express fear face. (Only works on NPCs with expressions)</item>⤶
<item key="SCHED_FLEE_FROM_BEST_SOUND" value="29}}{{EnumField">SCHED_FLINCH_PHYSICS|80|Plays ACT_FLINCH_PHYSICS.</item>⤶
<item key="SCHED_FORCED_GO" value="71">Force walk to position (debug).</item>⤶
<item key="SCHED_FORCED_GO_RUN" value="72">Force run to position (debug).</item>⤶
<item key="SCHED_GET_HEALTHKIT" value="66">Pick up item if within a radius of 5 units.</item>⤶
<item key="SCHED_HIDE_AND_RELOAD" value="50">Take cover and reload weapon.</item>⤶
<item key="SCHED_IDLE_STAND" value="1">Idle stance</item>⤶
<item key="SCHED_IDLE_WALK" value="2">Walk to position.</item>⤶
<item key="SCHED_IDLE_WANDER" value="3">Walk to random position within a radius of 200 units.</item>⤶
<item key="SCHED_INTERACTION_MOVE_TO_PARTNER" value="85}}{{EnumField">SCHED_INTERACTION_WAIT_FOR_PARTNER|86</item>⤶
<item key="SCHED_INVESTIGATE_SOUND" value="11}}{{EnumField">SCHED_MELEE_ATTACK1|41</item>⤶
<item key="SCHED_MELEE_ATTACK2" value="42}}{{EnumField">SCHED_MOVE_AWAY|68|Move away from player.</item>⤶
<item key="SCHED_MOVE_AWAY_END" value="70">Stop moving and continue enemy scan.</item>⤶
<item key="SCHED_MOVE_AWAY_FAIL" value="69">Failed to move away; stop moving.</item>⤶
<item key="SCHED_MOVE_AWAY_FROM_ENEMY" value="25">Move away from enemy while facing it and checking for new enemies.</item>⤶
<item key="SCHED_MOVE_TO_WEAPON_RANGE" value="34">Move to the range the weapon is preferably used at.</item>⤶
<item key="SCHED_NEW_WEAPON" value="63">Pick up a new weapon if within a radius of 5 units.</item>⤶
<item key="SCHED_NEW_WEAPON_CHEAT" value="64">Fail safe: Create the weapon that the NPC went to pick up if it was removed during pick up schedule.</item>⤶
<item key="SCHED_NONE" value="0">No schedule is being performed.</item>⤶
<item key="SCHED_NPC_FREEZE" value="73">Prevents movement until COND_NPC_UNFREEZE(68) is set.</item>⤶
<item key="SCHED_PATROL_RUN" value="76">Run to random position and stop if enemy is heard or found.</item>⤶
<item key="SCHED_PATROL_WALK" value="74">Walk to random position and stop if enemy is heard or found.</item>⤶
<item key="SCHED_PRE_FAIL_ESTABLISH_LINE_OF_FIRE" value="37}}{{EnumField">SCHED_RANGE_ATTACK1|43</item>⤶
<item key="SCHED_RANGE_ATTACK2" value="44}}{{EnumField">SCHED_RELOAD|51|Stop moving and reload until danger is heard.</item>⤶
<item key="SCHED_RUN_FROM_ENEMY" value="32">Retreat from the established enemy.</item>⤶
<item key="SCHED_RUN_FROM_ENEMY_FALLBACK" value="33}}{{EnumField">SCHED_RUN_FROM_ENEMY_MOB|83</item>⤶
<item key="SCHED_RUN_RANDOM" value="77">Run to random position within a radius of 500 units.</item>⤶
<item key="SCHED_SCENE_GENERIC" value="62}}{{EnumField">SCHED_SCRIPTED_CUSTOM_MOVE|59</item>⤶
<item key="SCHED_SCRIPTED_FACE" value="61}}{{EnumField">SCHED_SCRIPTED_RUN|58</item>⤶
<item key="SCHED_SCRIPTED_WAIT" value="60}}{{EnumField">SCHED_SCRIPTED_WALK|57</item>⤶
<item key="SCHED_SHOOT_ENEMY_COVER" value="39">Shoot cover that the enemy is behind.</item>⤶
<item key="SCHED_SLEEP" value="87">Sets the NPC to a sleep-like state.</item>⤶
<item key="SCHED_SMALL_FLINCH" value="22}}{{EnumField">SCHED_SPECIAL_ATTACK1|45</item>⤶
<item key="SCHED_SPECIAL_ATTACK2" value="46}}{{EnumField">SCHED_STANDOFF|47</item>⤶
<item key="SCHED_SWITCH_TO_PENDING_WEAPON" value="65}}{{EnumField">SCHED_TAKE_COVER_FROM_BEST_SOUND|28</item>⤶
<item key="SCHED_TAKE_COVER_FROM_ENEMY" value="27">Take cover from current enemy.</item>⤶
<item key="SCHED_TAKE_COVER_FROM_ORIGIN" value="30}}{{EnumField">SCHED_TARGET_CHASE|21|Chase set NPC target.</item>⤶
<item key="SCHED_TARGET_FACE" value="20">Face NPC target.</item>⤶
<item key="SCHED_VICTORY_DANCE" value="19">Human victory dance.</item>⤶
<item key="SCHED_WAIT_FOR_SCRIPT" value="55}}{{EnumField">SCHED_WAIT_FOR_SPEAK_FINISH|67</item>⤶
<item key="SCHED_WAKE_ANGRY" value="4">Spot an enemy and go from an idle state to combat state.</item>⤶
⤶
}}