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 NPC:SetEnemy( )



Sets the target for an NPC.


Entity enemy

The enemy that the NPC should target


boolean newenemy=true

Calls NPC:SetCondition(COND_NEW_ENEMY) if the new enemy is valid and not equal to the last enemy.



If an NPC has no specific target, they will start to target the closest player they are hostile to, or nothing if there are none. This is run every tick on the server and can be a bottleneck if player and/or entity counts are high, so consider adding a CurTime cooldown if you plan on using this in-game.

hook.Add( "Think", "NPCAutoSeekPlayer", function()
	local npcs = ents.GetAll()
	local plys = player.GetAll()
	local plyCount = #plys

	-- No point trying to give NPCs a player when there are none
	if ( plyCount == 0 ) then

	-- Loop over all entities and check for NPCs
	for i = 1, #npcs do
		local npc = npcs[ i ]

		-- If this entity is an NPC without an enemy, give them one
		if ( npc:IsNPC() && !IsValid( npc:GetEnemy() ) ) then
			local curPly = nil			-- Closest player
			local curPlyPos = nil		-- Position of closest player
			local curDist = math.huge	-- Lowest distance between npc and player
			local npcPos = npc:GetPos()	-- Position of the NPC

			-- Loop over all players to check their distance from the NPC
			for i = 1, plyCount do
				local ply = plys[ i ]

				-- Only consider players that this NPC hates
				if ( npc:Disposition( ply ) == D_HT ) then
					-- TODO: You can optimise looking up each player's position (constant)
					-- for every NPC by generating a table of:
					--- key = player identifier (entity object, UserID, EntIndex, etc.)
					--- value = player's position vector
					-- for the first NPC that passes to this part of the code,
					-- then reuse it for other NPCs
					local plyPos = ply:GetPos()
					-- Use DistToSqr for distance comparisons since
					-- it's more efficient than Distance, and the
					-- non-squared distance isn't needed for anything
					local dist = npcPos:DistToSqr( plyPos )

					-- If the new distance is lower, update the player information
					if ( dist < curDist ) then
						curPly = ply
						curPlyPos = plyPos
						curDist = dist

			-- curPly is guarenteed to be valid since this code
			-- will only run if there is at least one player
			npc:SetEnemy( curPly )
			npc:UpdateEnemyMemory( curPly, curPlyPos )
end )

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