Template:KV LeadGoalBase: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
(intn for Source/HL2 keyvalue templates)
 
(4 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{KV Targetname}}
{{minititle|AI_LeadGoal}}
 
{{KV|Target Entity|intn=goal|targetname|The name of the entity that the NPC will lead the player to (i.e. an {{ent|info_target}}).}}
{{KV Parentname}}
{{KV|Point to wait at if the target's not visible|intn=WaitPointName|target_destination|If the NPC loses line-of-sight to the player, it will return to this entity (i.e. an {{ent|info_target}}).}}
 
{{KV|Wait until player gets this close|intn=WaitDistance|float|The player must be within this distance of the NPC before the NPC initially begins leading them.}}
{{KV|Actor(s) to affect|target_name_or_class|The name or class of the NPC that will lead the player.}}
{{KV|Lead Distance|intn=LeadDistance|float|The player is considered to be too far behind if they're beyond this distance. Past this distance, the leader will nag the player to hurry up.}}
 
{{KV|Retrieve Distance|intn=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.}}
{{KV|Target Entity|string|The name of the entity that the NPC will lead the player to (i.e. an [[info_target]]).}}
{{KV|Success Distance|intn=SuccessDistanc)|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).}}
 
{{KV|Run instead of Walk|intn=Run|choices|Should the NPC run instead of walk?
{{KV|Point to wait at if the target's not visible|target_destination|If the NPC loses line-of-sight to the player, it will return to this entity (i.e. an [[info_target]]).}}
:*1: No
 
:*2: Yes}}
{{KV|Wait until player gets this close|float|The player must be within this distance of the NPC before the NPC initially begins leading them.}}
{{KV|Retrieve player?|intn=Retrieve|choices|Retrieve player?
 
:*1: No, just idle and wait
{{KV|Lead Distance|float|The player is considered to be lagging if they're beyond this distance.}}
:*2: Yes, move to retrieve}}
 
{{KV|Before Coming Back, Wait for Speech?|intn=ComingBackWaitForSpeak|choices|Before Coming Back, Wait for Speech?
{{KV|Retrieve Distance|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.}}
:*1: No, come back while speaking
 
:*2: Yes, wait for speech to finish}}
{{KV|Success Distance|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).}}
{{KV|On Retrieve, Wait for Speech?|intn=RetrieveWaitForSpeak|choices|On Retrieve, Wait for Speech?
 
:*1: No, start leading while speaking
{{KV|Run instead of Walk|choices|Should the NPC run instead of walk?}}
:*2: Yes, wait for speech to finish}}
:* 1 : No
{{KV|Speak start greeting?|intn=DontSpeakStart|choices|On Retrieve, Wait for Speech?
:* 2 : Yes
:*1: No, don`t speak the greeting
 
:*2: Yes, speak the greeting}}
{{KV|Retrieve player?|choices|Retrieve player?}}
{{KV|Leading during combat?|intn=LeadDuringCombat|choices|Leading during combat?
:* 1 : No, just idle and wait
:*1: No. Stop to fight, resume leading when safe
:* 2 : Yes, move to retrieve
:*2: Yes, lead while fighting.}}
 
{{KV|Gag leader?|intn=GagLeader|choices|
{{KV|Before Coming Back, Wait for Speech?|choices|Before Coming Back, Wait for Speech?}}
:*1: No. Speak lead concepts normally, respecting other lead speech settings.
:* 1 : No, come back while speaking
:*2: Yes, don't speak any lead concepts at all, overriding all other lead speech settings.}}
:* 2 : Yes, wait for speech to finish
{{KV|Attract player concept modifier|intn=AttractPlayerConceptModifier|string|Appended to the keyvalues passed into the [[Response System|response rules]] when the <code>TLK_LEAD_ATTRACTPLAYER</code> concept is spoken.}}
 
{{KV|Player wait over concept modifier|intn=WaitOverConceptModifier|string|Appended to the keyvalues passed into the response rules when the <code>TLK_LEAD_WAITOVER</code> concept is spoken.}}
{{KV|On Retrieve, Wait for Speech?|choices|On Retrieve, Wait for Speech?}}
{{KV|Arrival concept modifier|intn=ArrivalConceptModifier|string|Appended to the keyvalues passed into the response rules when the <code>TLK_LEAD_ARRIVAL</code> concept is spoken.}}
:* 1 : No, start leading while speaking
{{KV|Post-arrival concept modifier|intn=PostArrivalConceptModifier|string|{{confirm|Seems to not be fully implemented?}}}}
:* 2 : Yes, wait for speech to finish
{{KV|Success concept modifier|intn=SuccessConceptModifier|string|Appended to the keyvalues passed into the response rules when the <code>TLK_LEAD_SUCCESS</code> concept is spoken.}}
 
{{KV|Failure concept modifier|intn=FailureConceptModifier|string|Appended to the keyvalues passed into the response rules when the <code>lead_fail</code> concept is spoken.}}
{{KV|Speek start greeting?|choices|On Retrieve, Wait for Speech?}}
{{KV|Coming Back concept modifier|intn=ComingBackConceptModifier|string|Appended to the keyvalues passed into the response rules when the <code>TLK_LEAD_RETRIEVE</code> concept is spoken. Spoken as the NPC starts returning to the player to retrieve them.}}
:* 1 : No, don`t speak the greeting
{{KV|Retrieve concept modifier|intn=RetrieveConceptModifier|string|Appended to the keyvalues passed into the response rules when the <code>TLK_LEAD_COMINGBACK</code> concept is spoken. Spoken when NPC has finally reached the player to retrieve them.}}<noinclude>[[Category:Keyvalue Templates|LeadGoalBase]]</noinclude>
:* 2 : Yes, speak the greetig
 
{{KV|Leading during combat?|choices|Leading during combat?}}
:* 1 : No. Stop to fight, resume leadng when save
:* 2 : Yes, lead while fighting.
 
{{KV|Gag leader?|choices|
:* 1 : No. Speak lead concepts normally, respecting other lead speech settings.
:* 2 : Yes, don't speak any lead concepts at all, overriding all other lead speech settings.}}
 
{{KV|Attract player concept modifier|string|Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_ATTRACTPLAYER' concept is spoken.}}
 
{{KV|Player wait over concept modifier|string|Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_WAITOVER' concept is spoken.}}
 
{{KV|Arrival concept modifier|string|Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_ARRIVAL' concept is spoken.}}
 
{{KV|Post-arrival concept modifier|string|{{Confirm|Seems to not be fully implemented.}}}}
 
{{KV|Success concept modifier|string|Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_SUCCESS' concept is spoken.}}
 
{{KV|Failure concept modifier|string|Appended to the keyvalues passed into the response rules when the 'lead_fail' concept is spoken.}}
 
{{KV|Coming Back concept modifier|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 them.}}
 
{{KV|Retrieve concept modifier|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 them.}}

Latest revision as of 13:38, 9 July 2024

AI_LeadGoal:

Target Entity (goal) <targetname>
The name of the entity that the NPC will lead the player to (i.e. an info_target).
Point to wait at if the target's not visible (WaitPointName) <targetname>
If the NPC loses line-of-sight to the player, it will return to this entity (i.e. an info_target).
Wait until player gets this close (WaitDistance) <float>
The player must be within this distance of the NPC before the NPC initially begins leading them.
Lead Distance (LeadDistance) <float>
The player is considered to be too far behind if they're beyond this distance. Past this distance, the leader will nag the player to hurry up.
Retrieve Distance (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.
Success Distance (SuccessDistanc)) <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).
Run instead of Walk (Run) <choices>
Should the NPC run instead of walk?
  • 1: No
  • 2: Yes
Retrieve player? (Retrieve) <choices>
Retrieve player?
  • 1: No, just idle and wait
  • 2: Yes, move to retrieve
Before Coming Back, Wait for Speech? (ComingBackWaitForSpeak) <choices>
Before Coming Back, Wait for Speech?
  • 1: No, come back while speaking
  • 2: Yes, wait for speech to finish
On Retrieve, Wait for Speech? (RetrieveWaitForSpeak) <choices>
On Retrieve, Wait for Speech?
  • 1: No, start leading while speaking
  • 2: Yes, wait for speech to finish
Speak start greeting? (DontSpeakStart) <choices>
On Retrieve, Wait for Speech?
  • 1: No, don`t speak the greeting
  • 2: Yes, speak the greeting
Leading during combat? (LeadDuringCombat) <choices>
Leading during combat?
  • 1: No. Stop to fight, resume leading when safe
  • 2: Yes, lead while fighting.
Gag leader? (GagLeader) <choices>
  • 1: No. Speak lead concepts normally, respecting other lead speech settings.
  • 2: Yes, don't speak any lead concepts at all, overriding all other lead speech settings.
Attract player concept modifier (AttractPlayerConceptModifier) <string>
Appended to the keyvalues passed into the response rules when the TLK_LEAD_ATTRACTPLAYER concept is spoken.
Player wait over concept modifier (WaitOverConceptModifier) <string>
Appended to the keyvalues passed into the response rules when the TLK_LEAD_WAITOVER concept is spoken.
Arrival concept modifier (ArrivalConceptModifier) <string>
Appended to the keyvalues passed into the response rules when the TLK_LEAD_ARRIVAL concept is spoken.
Post-arrival concept modifier (PostArrivalConceptModifier) <string>
Confirm:Seems to not be fully implemented?
Success concept modifier (SuccessConceptModifier) <string>
Appended to the keyvalues passed into the response rules when the TLK_LEAD_SUCCESS concept is spoken.
Failure concept modifier (FailureConceptModifier) <string>
Appended to the keyvalues passed into the response rules when the lead_fail concept is spoken.
Coming Back concept modifier (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 them.
Retrieve concept modifier (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 them.