ai_goal_follow

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Contents

Entity Description

Makes the target NPCs follow another object or the player at a configurable distance.

Limitations and bugs

  • NPCs do not intelligently follow their target. They will instead walk or run depending on distance directly towards it.
  • If NPCs are following another NPC and that NPC needs to get past them, they will not move out of the way and the leading NPC will eventually give up.
  • Keyvalues cannot be changed once the map has been compiled.

Keyvalues

  • Targetname:

Name <string>
The targetname other entities refer to this entity by.
  • actor
<target_name_or_class> The name of the NPCs that will be following.
  • goal
<string> The name of the entity that the NPCs should follow.
  • If this value is blank, NPCs will follow the player if they are friendly towards him
  • SearchType
<choices> How to search for the entities using the actor.
Literal Value Description
0 Entity name
1 Classname
  • StartActive
<boolean>
  • MaximumState
<choices> The maximum state for NPCs to continue following.
Literal Value Description
0 Idle
1 Alert
2 Combat
  • Formation
<choices> How close to the target the NPCs should follow.
Literal Value Description
0 Close circle
5 Medium Circle
1 Wide circle
6 Sidekick

Inputs

  • Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and all its children from the world.
AddOutput <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
  • Activate
Begin the follow behavior
  • Deactivate
Cease the following behavior

Outputs

  • Targetname:

OnUser1 to OnUser4
Fired in response to the FireUser inputs; see User Inputs and Outputs.
OnKilled (New with Left 4 Dead)
Fired when the entity is killed and removed from the game.
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