assault_assaultpoint

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Contents

Entity Description

The body of an assault chain. Specifies where the assault should go once it has begun. There can be any number of assault_assaultpoint entities in each chain.
Note:Assaultpoints only affect the journey to them, not from them.

Limitations and bugs

  • When moving to an assault point partway through a chain, the NPC will go to the standing posture for a moment before continuing. This looks unnatural.
  • NPCs will always turn to face in the direction the entity is set to when arriving at an assault point. This might again look unnatural in some cases.
  • NPCs must stand directly on an assaultpoint to clear it without timeout if the clearoncontact keyvalue is not set and triggered. This can result in illogical backtracking and means that groups of NPCs moving together will each need their own assaultpoint to maintain the illusion.
  • Warning:Specifying an assault_rallypoint in the nextassaultpoint keyvalue will crash the game.

Keyvalues

  • Targetname:

Name <string>
The targetname other entities refer to this entity by.
  • Parentname:

Parent <targetname>
Specifies the targetname of this entity's movement parent. Entities with parents move with their parent.
  • Angles:

Pitch Yaw Roll (Y Z X) <angle>
This entity's angular orientation in the world.
  • assaultgroup
<string> Assault Hint Group - Constrain the movement of the NPC(s) participating in the assault to this hint group once assault has begun.
  • nextassaultpoint
<target_destination> Next assault point (optional)
  • assaulttimeout
<float> Assault time out - This point is cleared when no enemies are seen for this long (specified in seconds). The NPC(s) at this assaultpoint will scout for enemies this long before moving on.
  • clearoncontact
<boolean> Clear on contact with enemies - If the assault meets enemies on its way to this point, it will consider the assault point cleared and target the next assault point in the chain.
  • allowdiversion
<boolean> Allow diversion - If the assault comes into contact with hostiles on the way to this assault point, divert to kill them and resume once the area appears clear.
- If it set to Yes, NPCs will chase any hostiles until they are dead or out of sight for the period set in the assaulttimeout (Assault time out) keyvalue.
- If this is set to No, assaulting NPCs will run non-stop to the next point, attacking enemies they can see but not chasing them.
  • nevertimeout
<boolean> Never Timeout - If set, the assault never ends for NPCs assaulting this point. Useful for forcing NPCs back to a point.
  • allowdiversionradius
<float> If allowdiversion is set, NPC will only divert from assault to attack an enemy that is within this distance of the assault point. 0 = No limit.
  • strict
<boolean> If set, NPCs may not move to attack.
  • forcecrouch
<boolean> NPCs using this assault point are forced into crouching while holding it.
  • urgent
<boolean> If set, NPCs will consider movement to this rally point as Urgent Navigation.

Flags

  • 1 : Clear this point upon arrival, UNCONDITIONALLY
Move on to the next point once reaching this one, regardless of any other influences.

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.
  • Parentname:

SetParent <targetname>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <string>
Attach to a named attachment on the current parent. The entity will teleport so that the position of its root bone matches that of the attachment.
SetParentAttachmentMaintainOffset <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from its current movement hierarchy.
  • SetClearOnContact
Sets the clearoncontact (Clear on Contact with enemies) keyvalue. Accepts 1/0 or Yes/No as parameters.
  • SetAllowDiversion
Sets the allowdiversion (Allow Diversion) keyvalue. Accepts 1/0 or Yes/No as parameters.
  • SetForceClear <boolean>
Set the Force Clear flag. NPCs who are currently running to the assault point will Clear it immediately. NPCs who acquire it in the future will Clear it automatically.

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.
  • OnArrival
Fires when a NPC arrives. (activator is the NPC)
  • OnAssaultClear
Fires when the point is cleared.

See Also

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