Assault rallypoint
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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.[edit]
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.
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Keyvalues
- Pitch Yaw Roll (Y Z X)
- This entity's angular orientation in the world (also used for angular effect entities).
- 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 <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.
- 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 [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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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.
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Outputs
- Fired in response to FireUser1-4 inputs. See User Inputs and Outputs.
- !activator = activator
- OnArrival
- Fires when the NPC arrives.
- !activator = NPC
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