ai_goal_lead_weapon

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Contents

Entity Description

AI Goal Lead (Weapon). A version of the ai_goal_lead entity that requires the player to have the specified weapon before the Actor(s) will lead the player to their target.

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.
  • actor
<target_name_or_class> Actor(s) to affect
  • goal
<target_destination> Target Entity
  • WaitPointName
<target_destination> Point to wait at if the target's not visible.
  • WaitDistance
<float> Wait until player gets this close.
  • LeadDistance
<float> The player is considered to be lagging if he's beyond this distance.
  • Run
<boolean> Run instead of walk
  • Retrieve
<boolean> Retrieve player?
  • AttractPlayerConceptModifier
<string> Attract player concept modifier
  • WaitOverConceptModifier
<string> Player wait over concept modifier
  • ArrivalConceptModifier
<string> Arrival concept modifier
  • PostArrivalConceptModifier
<string> Post-arrival concept modifier
  • SuccessConceptModifier
<string> Success concept modifier
  • FailureConceptModifier
<string> Failure concept modifier
  • RetrieveDistance
<float> The distance from the player that the NPC should return to when retrieving a lagging player. Must be between ('Lead Distance' + 24) and ('Lead Distance' * 4) to avoid the leader ping-ponging.
  • SuccessDistance
<float> The distance from the player (to the NPC) that the player must be within for the Lead to succeed, once the NPC has reached the goal. If set to 0, it'll use the lead distance instead (for legacy support).
  • ComingBackWaitForSpeak
<boolean> Before Coming Back, Wait for speech?
  • RetrieveWaitForSpeak
<boolean> On Retrieve, Wait for speech?
  • DontSpeakStart
<boolean> Speak start greeting?
  • LeadDuringCombat
<boolean> Lead during combat?
  • GagLeader
<boolean> Gag Leader?
  • ComingBackConceptModifier
<string> Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_RETRIEVE' concept is spoken. Spoken as the NPC starts returning to the player to retrieve him.
  • RetrieveConceptModifier
<string> Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_COMINGBACK' concept is spoken. Spoken when NPC has finally reached the player to retrieve him.
  • WeaponName
<pointentityclass> Weapon Name
  • MissingWeaponConceptModifier
<string> Missing weapon concept modifier
  • SearchType
<choices> How to search for the entities using the actor.
Literal Value Description
0 Entity name
1 Classname

Flags

  • 1 : No def success
  • 2 : No def failure
  • 4 : Use goal facing

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.
  • Activate
Begin the leading behavior
  • Deactivate
Stop the leading behavior
  • SetSuccess
Notify success of leading
  • SetFailure
Notify failure of leading

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 NPC reaches the lead point
  • OnArrivalDone
Fires when NPC has played out any arrival speech
  • OnSuccess
Fires when NPC achieves the goal
  • OnFailure
Fires when NPC fails to achieve the goal
  • OnDone
Fires when NPC completes behavior (any post-success or fail acting is complete)
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