Orders / Descriptions

The following behaviors may be set using the Order variable:

Order Description
Idle Causes the NPC to stand in one place and not react to anything.
Standing Causes the NPC to stand in one place and react to events normally. Using the OrderTag variable, it is possible to specify a home base actor that the NPC must stand at. A home base actor is found in the NavigationPoint section of the classes browser. The NPC will also face the direction the home base is facing. If the NPC moves for any reason, and eventually reverts to his Standing orders, he will automatically return to the home base; if no home base is specified, he will stand in place.
Dancing Causes the NPC to stand in one place and dance. This is almost identical to the Standing state, except that the NPC will play a dancing animation and periodically turn (if bHokeyPokey is enabled in the AI section of an NPC's properties).
Wandering Causes the NPC to wander randomly. Using the OrderTag variable, it is possible to specify a home base actor that the NPC must remain close to. The NPC will attempt to stay within visual range of the home base, and he will attempt to remain within the radius specified in the home base's Extent variable.
Sitting Causes the NPC to sit down in a chair (any subclass of Seat). If OrderTag is set, the NPC will look for a seat with the specified tag; otherwise, he will simply sit in the nearest seat. If no seats exist (or are otherwise occupied), the NPC will go into a Standing state.
Patrolling Causes the NPC to follow a chain of patrol points. OrderTag specifies the starting patrol point, and the next patrol point in the chain is determined by the patrol point's NextPatrol variable. If an NPC arrives at a patrol point, and no further patrol points are in the chain, the NPC will enter a Standing state.
Following Causes the NPC to follow a specific pawn. The pawn to be followed is specified by the OrderTag variable. The NPC will try to remain close to the pawn at all times, and will run if necessary to catch up. If the pawn being followed gets too close to the NPC, the NPC will eventually back up (to prevent hallway blockage and other problems).
Shadowing Causes the NPC to follow a specific pawn in circumspect fashion. The pawn to be followed is specified by the OrderTag variable. The NPC will try to keep the pawn in sight at all times, running if necessary. If the pawn is watching the NPC, the NPC will appear to be in a Wandering state. This is the paranoid "is-he-following-me-or-isn't-he" state.
WaitingFor Causes the NPC to wait until he sees a specific pawn. Once the pawn is spotted, the NPC moves toward the pawn and tries to touch him (usually to initiate conversation). The pawn is specified via the OrderTag variable. The following states are for scripting purposes only. They should not be specified using the Orders variable.
GoingTo Causes the NPC to walk towards a specific actor, specified by the ubiquitous OrderTag variable.
RunningTo Same as GoingTo, but causes the NPC to run to the actor designated by OrderTag.

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