Ai goal follow: Difference between revisions

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:* If this value is blank, NPCs will follow the player if they are friendly towards him
:* If this value is blank, NPCs will follow the player if they are friendly towards him
* '''SearchType'''
* '''SearchType'''
: <choices>
: <choices> How to search for the entities using the actor.
:* Entity Name
:{|
:* Classname
! Literal Value || Description
|-
| 0 || Entity name
|-
| 1 || Classname
|}
* '''StartActive'''
* '''StartActive'''
: {{boolean}}
: {{boolean}}
* '''MaximumState'''
* '''MaximumState'''
: <choices> The maximum state for NPCs to continue following.
: <choices> The maximum state for NPCs to continue following.
:* Idle
:{|
:* Alert
! Literal Value || Description
:* Combat
|-
| 0 || Idle
|-
| 1 || Alert
|-
| 2 || Combat
|}
* '''Formation'''
* '''Formation'''
: <choices> How close to the target the NPCs should follow.
: <choices> How close to the target the NPCs should follow.
:* Close circle
:{|
:* Wide circle
! Literal Value || Description
:* Medium circle
|-
| ? || Close circle
|-
| ? || Medium Circle
|-
| ? || Wide circle
|}


==Inputs==
==Inputs==

Revision as of 08:21, 5 October 2005

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Entity Description

Makes the target NPCs follow another object or the player at a configurable distance.

Keyvalues

<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 him
  • SearchType
<choices> How to search for the entities using the actor.
Literal Value Description
0 Entity name
1 Classname
  • StartActive
<boolean>
  • MaximumState
<choices> The maximum state for NPCs to continue following.
Literal Value Description
0 Idle
1 Alert
2 Combat
  • Formation
<choices> How close to the target the NPCs should follow.
Literal Value Description
? Close circle
? Medium Circle
? Wide circle

Inputs

Begin the follow behavior
  • Deactivate
Cease the following behaviour

Outputs

Limitations and bugs

  • NPCs do not intelligently follow their target. They will instead walk or run depending on distance directly towards it.
  • If NPCs are following another NPC and that NPC needs to get past them, they will not move out of the way and the leading NPC will eventually give up.
  • Keyvalues cannot be changed once the map has been compiled.