assault_rallypoint

From Valve Developer Community

Jump to: navigation, search


Contents

Entity Description

Specifies a point used to rally NPCs for assault behaviour. Used with either an ai_goal_assault or the Assault input. All assaults begin at an assault_rallypoint. NPCs move to these points when cued for an assault, optionally waiting here, before commencing the assault by heading to an assault_assaultpoint.

Limitations and bugs

  • A rallypoint can only serve one NPC per assault. If multiple NPCs are required to assault at the same time, each needs their own rallypoint. There may be a solution to this but it is not yet documented. Use of wildcards can make the assignment of individual NPCs to individual rallypoints easier.
  • NPCs will always turn to face in the direction the entity is set to when arriving at a rally point. This is might look unnatural in some cases.

Keyvalues

  • Angles:

Pitch Yaw Roll (Y Z X) <angle>
This entity's angular orientation in the world.
  • priority
<integer> Priority - How appealing the rallypoint will be. When an NPC receives the Assault input, it will select a suitable rallypoint from those available to it, prefering the one with the highest priority value.
  • 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.
  • assaultpoint
<target_destination> Assault Point - The first assault_assaultpoint in the chain to move to as the assault begins.
  • assaultdelay
<float> Assault Delay - The amount of time to wait here once the assault cue has been given, before moving to the first assault_assaultpoint.
  • rallysequence
<string> Rally Sequence - Set a specific animation sequence for NPCs waiting to begin the assault, overriding the wait activity of the NPC.
  • 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.

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.

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 the NPC arrives. (activator is the NPC)

See Also

Personal tools