Shared tasks

== Invalid Tasks ==
*TASK_INVALID
*TASK_RESET_ACTIVITY: Forces the activity to reset.
== Wait Tasks ==
*TASK_WAIT: Waits for the specified number of seconds.
*TASK_WAIT_FACE_ENEMY: Waits for the specified number of seconds. Will constantly turn to face the enemy while waiting.
*TASK_WAIT_FACE_ENEMY_RANDOM: Waits up to the specified number of seconds. Will constantly turn to : face the enemy while waiting.
*TASK_WAIT_PVS: Wait until the player enters the same PVS as this character.
*TASK_WAIT_FOR_SPEAK_FINISH: Wait for the current sentence I'm speaking to finish
*TASK_WAIT_RANDOM: Wait for 0 to specified number of seconds
*TASK_WAIT_INDEFINITE: Wait forever (until this schedule is interrupted)
*TASK_WAIT_FOR_MOVEMENT: Wait until current movement is complete.
*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.
*TASK_STOP_MOVING
== Target/Get Tasks ==
*TASK_TARGET_PLAYER: Set m_hTargetEnt to nearest player
*TASK_GET_PATH_AWAY_FROM_BEST_SOUND
*TASK_SET_GOAL Set the implied goal for TASK_GET_PATH_TO_GOAL
*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
*TASK_GET_PATH_TO_ENEMY_CORPSE: Path to the dead enemy's carcass.
*TASK_GET_PATH_TO_PLAYER: Path to the player's origin
*TASK_GET_PATH_TO_ENEMY_LOS: Path to node with line of sight to enemy
*TASK_GET_PATH_TO_RANGE_ENEMY_LKP_LOS: Path to the within shot range of last place this character saw the enemy
*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_GET_PATH_TO_COMMAND_GOAL: Move to the goal specified by the player in command mode.
*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)
*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)
*TASK_GET_PATH_TO_RANDOM_NODE: Path to random node that is less than X units away
*TASK_GET_PATH_TO_BESTSOUND: Path to source of loudest heard sound that I care about
*TASK_GET_PATH_TO_BESTSCENT: Path to source of the strongest scent that I care about
*TASK_FIND_HINTNODE
*TASK_FIND_LOCK_HINTNODE
*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
== Movement/Move-To-Target Tasks ==
*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.
*TASK_RUN_PATH: Run the current path
*TASK_RUN_PATH_FLEE: Run the current path until you are x units from the goal.
*TASK_RUN_PATH_TIMED: Run the current path for a specified number of seconds
*TASK_RUN_PATH_FOR_UNITS: Run the current path until for x units
*TASK_RUN_PATH_WITHIN_DIST: Run the current path until you are x units from the goal.
*TASK_WALK_PATH: Walk the current path
*TASK_WALK_PATH_TIMED: Walk the current path for a specified number of seconds
*TASK_WALK_PATH_WITHIN_DIST: Walk the current path until you are x units from the goal.
*TASK_WALK_PATH_FOR_UNITS: Walk the current path until for x units
*TASK_STRAFE_PATH: Walk the current path sideways (must be supported by animation)
*TASK_WANDER: Wander to a random location X units away from the current position, where X = MIN_DIST*1000 + MAX_DIST
== Turning/Facing Tasks ==
*TASK_FACE_IDEAL: Turn to face ideal yaw
*TASK_FACE_REASONABLE: Find an interesting direction to face. Don't face into walls corners if you can help it.
*TASK_FACE_PATH: Turn to face the way I should walk or run
*TASK_FACE_PLAYER: Turn to face a player
*TASK_FACE_ENEMY: Turn to face the enemy
*TASK_FACE_HINTNODE: Turn to face nodes(m_pHintNode)
*TASK_FACE_TARGET: Turn to face m_hTargetEnt
*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!)
*TASK_SET_IDEAL_YAW_TO_CURRENT: Set the current facing to be the ideal
*TASK_TURN_LEFT: Turn left the specified number of degrees
*TASK_TURN_RIGHT: Turn right the specified number of degrees
== Position Tasks ==
*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
*TASK_STORE_BESTSOUND_IN_SAVEPOSITION: Store best sound position for later reference
*TASK_STORE_BESTSOUND_REACTORIGIN_IN_SAVEPOSITION
*TASK_STORE_ENEMY_POSITION_IN_SAVEPOSITION: Store current enemy position in saveposition
*TASK_MARK_COMMAND_GOAL_POS
*TASK_CLEAR_COMMAND_GOAL
*TASK_CLEAR_MOVE_WAIT: Clear m_flMoveWaitFinished (timer that inhibits movement)
*TASK_CLEAR_HINTNODE
== Attacking Tasks ==
*TASK_RANGE_ATTACK1: Attack the enemy (should be facing the enemy)
*TASK_RANGE_ATTACK2: Attack the enemy (should be facing the enemy)
*TASK_MELEE_ATTACK1: Attack the enemy (should be facing the enemy)
*TASK_MELEE_ATTACK2: Attack the enemy (should be facing the enemy)
*TASK_SPECIAL_ATTACK1: Execute special attack (user-defined)
*TASK_SPECIAL_ATTACK2: Execute special attack (user-defined)
*TASK_RELOAD: Reload weapon
== Cover Tasks ==
*TASK_FIND_COVER_FROM_BEST_SOUND: tries lateral cover first then node cover
*TASK_FIND_COVER_FROM_ENEMY: tries lateral cover first then node cover
*TASK_FIND_LATERAL_COVER_FROM_ENEMY: Find a place to hide from the enemy somewhere on either side of me
*TASK_FIND_BACKAWAY_FROM_SAVEPOSITION: Find a place further from the saved position
*TASK_FIND_NODE_COVER_FROM_ENEMY: Fine a place to hide from the enemy anywhere. Use the node system.
*TASK_FIND_NEAR_NODE_COVER_FROM_ENEMY: Find a place to hide from the enemy that's within the specified distance
*TASK_FIND_FAR_NODE_COVER_FROM_ENEMY: data for this one is there MINIMUM aceptable distance to the cover.
*TASK_FIND_COVER_FROM_ORIGIN: Find a place to go that can't see to where I am now.
== Weapon/Item Tasks ==
*TASK_WEAPON_FIND: Pick up new weapons
*TASK_WEAPON_PICKUP: Pick up new weapons
*TASK_WEAPON_RUN_PATH: run to weapon but break if someone else picks it up
*TASK_WEAPON_CREATE
*TASK_ITEM_PICKUP
*TASK_ITEM_RUN_PATH
== Sound Tasks ==
*TASK_ANNOUNCE_ATTACK: Make announce attack sound
*TASK_SOUND_ANGRY: Emit an angry sound
*TASK_SOUND_DEATH: Emit a dying sound
*TASK_SOUND_IDLE: Emit an idle sound
*TASK_SOUND_WAKE: Emit a sound because you are pissed off because you just saw someone you don't like
*TASK_SOUND_PAIN: Emit a pain sound
*TASK_SOUND_DIE: Emit a death sound
*TASK_SPEAK_SENTENCE: Speak a sentence
== Script Tasks ==
*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.
*TASK_WAIT_FOR_SCRIPT: Wait until scripted sequence plays
*TASK_PUSH_SCRIPT_ARRIVAL_ACTIVITY: Play scripted sequence animation
*TASK_PLAY_SCRIPT: Play scripted sequence animation
*TASK_PLAY_SCRIPT_POST_IDLE: Play scripted sequence animation
*TASK_ENABLE_SCRIPT: Play scripted sequence animation
*TASK_PLANT_ON_SCRIPT: Play scripted sequence animation
*TASK_FACE_SCRIPT: Play scripted sequence animation
*TASK_PLAY_SCENE: Wait for scene to complete
== Activity/Animation Tasks ==
*TASK_SMALL_FLINCH: Decide on the appropriate small flinch animation and play it. 
*TASK_BIG_FLINCH: Decide on the appropriate big flinch animation and play it. 
*TASK_PLAY_HINT_ACTIVITY: Play activity associate with the current hint
*TASK_SET_ACTIVITY: Set current animation activity to the specified activity
*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
*TASK_PLAY_SEQUENCE_FACE_ENEMY
*TASK_PLAY_SEQUENCE_FACE_TARGET
== Memory Tasks ==
*TASK_REMEMBER: Remember the specified piece of data
*TASK_FORGET: Forget the specified piece of data
== Misc. Tasks ==
*TASK_SUGGEST_STATE: DON'T use this it needs to go away.
*TASK_LOCK_HINTNODE: Claim m_pHintNode exclusively for this NPC.
*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.
*TASK_CLEAR_FAIL_SCHEDULE: Return to use of default fail schedule
*TASK_DEBUG_BREAK
*TASK_ADD_HEALTH: Add a specified amount of health to this NPC
*TASK_DIE: Unhook from the AI system.
*TASK_FREEZE
*TASK_GATHER_CONDITIONS: regather conditions at the start of a schedule (all conditions are cleared between schedules)
*TASK_IGNORE_OLD_ENEMIES: Require an enemy be seen after the task is run to be considered a candidate enemy
*TASK_USE_SMALL_HULL: Use small hull for tight navigation
*TASK_FALL_TO_GROUND: wait until you are on ground
Category:AI Programming