Assault assaultpoint
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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.[edit]
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.
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Keyvalues
- targetname <target_source>
- Defines the name that other entities refer to this entity by.
- hammerid [Episode Two Update]
- <integer readonly> This id is used for debugging purposes in Hammer.
- parentname <target_destination>
- Specifies the targetname of this entity's Parent in a movement hierarchy. Child entities move with their Parent.
- Pitch Yaw Roll (Y Z X)
- This entity's angular orientation in the world (also used for angular effect entities).
- 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 [Episode One Update]
- <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 [Episode One Update]
- <boolean> If set, NPCs may not move to attack.
- forcecrouch [Episode One Update]
- <boolean> NPCs using this assault point are forced into crouching while holding it.
- urgent [Episode One Update]
- <boolean> If set, NPCs will consider movement to this rally point as Urgent Navigation.
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Flags
- 1 : Clear this point upon arrival, UNCONDITIONALLY
- Move on to the next point once reaching this one, regardless of any other influences.
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Inputs
- Kill
- Removes this entity from the world.
- 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 == infinite)>
- Causes this entity's OnUser1-4 outputs to be fired. See User Inputs and Outputs.
- SetParent <target_destination>
- Changes the entity's parent in the movement hierarchy.
- SetParentAttachment <string>
- Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.
- SetParentAttachmentMaintainOffset <string> [Episode One Update]
- Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the Parent's Origin and Angles at the time it is attached.
- 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> [Episode One Update]
- 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.
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Outputs
- Fired in response to FireUser1-4 inputs. See User Inputs and Outputs.
- !activator = activator
- OnArrival
- Fires when a NPC arrives.
- !activator = NPC
- OnAssaultClear
- Fires when the point is cleared.
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