Ai goal follow: Difference between revisions
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Note:NPCs do not intelligently follow their leader. They will simply walk or run depending on distance directly towards it. If the followers happen to block a path, they will not move out of the way and the leading NPC will eventually give up trying to path. (Depends on Formation.)
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{{ | {{LanguageBar}} | ||
{{ | {{This is a|point entity|name=ai_goal_follow|sprite=1|except=Left 4 Dead series}} | ||
{{CD2|CAI_FollowGoal|file1=ai_behavior_follow.cpp}} | |||
It makes the target [[NPC]]s follow another object or the player at a configurable distance. NPCs may react in some way if they can't path to their leader. | It makes the target [[NPC]]s follow another object or the player at a configurable distance. NPCs may react in some way if they can't path to their leader. | ||
{{note|NPCs do not intelligently follow their leader. They will simply walk or run depending on distance directly towards it. If the followers happen to block a path, they will not move out of the way and the leading NPC will eventually give up trying to path. (Depends on '''Formation'''.)}} | {{note|NPCs do not intelligently follow their leader. They will simply walk or run depending on distance directly towards it. If the followers happen to block a path, they will not move out of the way and the leading NPC will eventually give up trying to path. (Depends on '''Formation'''.)}} | ||
==ConVars/Commands== | ==ConVars/Commands== | ||
{{varcom|start}} | {{varcom|start}} | ||
{{varcom|ai_debug_follow|0|01|Tells when an NPC is having trouble following their leader. Requires {{ | {{varcom|ai_debug_follow|0|01|Tells when an NPC is having trouble following their leader. Requires {{cmd|developer|1}}. Does not function. {{confirm}}}} | ||
{{varcom|ai_follow_use_points|1|01}} | {{varcom|ai_follow_use_points|1|01}} | ||
{{varcom|ai_follow_use_points_when_moving|1|01}} | {{varcom|ai_follow_use_points_when_moving|1|01}} | ||
Line 18: | Line 15: | ||
==Keyvalues== | ==Keyvalues== | ||
{{KV|Target Entity | |||
{{KV|Formation | {{KV Targetname}} | ||
{{KV|Target Entity|intn=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 them.}} | |||
{{KV|Formation|intn=formation|choices|How close to the target the NPCs should follow. | |||
:*0: Close circle | :*0: Close circle | ||
:*1: Medium Circle | :*1: Medium Circle | ||
:*2: Wide circle | :*2: Wide circle | ||
:*3: Sidekick | :*3: Sidekick (mostly same as Medium Circle, but a bit looser range (120 to 160 [[unit]]s) and tries to keep [[LOS]] to the follow target. Used by [[Alyx]] for the majority of '''[[Episode Two|EP2]]''') | ||
:*4: Vortigaunt | :*4: Vortigaunt (mostly same as Sidekick, but operates more freely in combat (can chase enemies within a larger range from the follow target). Used by the Lone [[Vortigaunt|Vort]] in '''EP2''') | ||
}} | |||
{{KV GoalEntity}} | {{KV GoalEntity}} | ||
==Inputs== | ==Inputs== | ||
{{ | {{I|OutsideTransition|since=EP1|nofgd=1|Usually this is automatically done by a {{ent|trigger_transition}} when the map changes, but it can be done manually as well. It sends the entity into a "dormant" state where it is disabled even though the entity may still ''think'' it is active. This is done in the case that the player decides to go back to a previous map, where the entity will then become non-dormant again and ensure NPCs continue to follow. Only available for the HL2 Episodes and Portal.}} | ||
<!--No, unlike NPCs this entity actually does NOT have a corresponding InsideTransition.--> | <!--No, unlike NPCs this entity actually does NOT have a corresponding InsideTransition.--> | ||
{{I GoalEntity}} | {{I GoalEntity}} | ||
[[Category:AI]] | |||
Latest revision as of 03:03, 4 April 2025



ai_goal_follow
is a point entity available in all Source games except
Left 4 Dead series.
![]() |
---|
CAI_FollowGoal defined in ![]() ai_behavior_follow.cpp
|
It makes the target NPCs follow another object or the player at a configurable distance. NPCs may react in some way if they can't path to their leader.

ConVars/Commands
Cvar/Command | Parameters or default value | Descriptor | Effect |
---|---|---|---|
ai_debug_follow | 0 | 0 disables, 1 enables | Tells when an NPC is having trouble following their leader. Requires developer 1. Does not function. [confirm] |
ai_follow_use_points | 1 | 0 disables, 1 enables | Todo: Effect description. |
ai_follow_use_points_when_moving | 1 | 0 disables, 1 enables | Todo: Effect description. |
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Target Entity (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 them.
- Formation (formation) <choices>
- How close to the target the NPCs should follow.
- 0: Close circle
- 1: Medium Circle
- 2: Wide circle
- 3: Sidekick (mostly same as Medium Circle, but a bit looser range (120 to 160 units) and tries to keep LOS to the follow target. Used by Alyx for the majority of EP2)
- 4: Vortigaunt (mostly same as Sidekick, but operates more freely in combat (can chase enemies within a larger range from the follow target). Used by the Lone Vort in EP2)
AI_GoalEntity:
- Actor(s) to affect (actor) <target_name_or_class>
- The targetname or classname of any NPCs that will be included in this goal. Wildcards are supported.
- Search Type (SearchType) <choices>
- What the Actor(s) to affect keyvalue targets by.
- 0: Entity Name
- 1: Classname
- Start Active (StartActive) <boolean>
- Set if goal should be active immediately.
Inputs
- OutsideTransition (in all games since
) !FGD
- Usually this is automatically done by a trigger_transition when the map changes, but it can be done manually as well. It sends the entity into a "dormant" state where it is disabled even though the entity may still think it is active. This is done in the case that the player decides to go back to a previous map, where the entity will then become non-dormant again and ensure NPCs continue to follow. Only available for the HL2 Episodes and Portal.
AI_GoalEntity:
- Activate
- Make the goal active if it wasn't already. NPCs will begin taking orders.
- Deactivate
- Make goal inactive.
- UpdateActors !FGD
- Tell the goal entity to re-check Actor(s) to affect in case any disappeared, or any new NPCs spawned.[confirm]