ai_goal_follow
From Valve Developer Community
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> -
FireUser1toFireUser4 - Fire the
OnUseroutputs; see User Inputs and Outputs.
- Activate
- Begin the follow behavior
- Deactivate
- Cease the following behavior
Outputs
-
Targetname:
-
OnUser1toOnUser4 - Fired in response to the
FireUserinputs; see User Inputs and Outputs. -
OnKilled(New with Left 4 Dead) - Fired when the entity is killed and removed from the game.

