Ai relationship: Difference between revisions
Jump to navigation
Jump to search
m (→Keyvalues) |
m (→Keyvalues: pulled choice numbers from FGD) |
||
Line 12: | Line 12: | ||
* '''disposition''' | * '''disposition''' | ||
:<choices> Choose the way the Subject(s) should feel about the target(s) | :<choices> Choose the way the Subject(s) should feel about the target(s) | ||
{| | :{| | ||
! Literal Value || Description | ! Literal Value || Description | ||
|- | |- | ||
| | | 1 || Hate | ||
|- | |- | ||
| | | 2 || Fear | ||
|- | |- | ||
| | | 3 || Like | ||
|- | |- | ||
| | | 4 || Neutral | ||
|} | |} | ||
* '''radius''' | * '''radius''' |
Revision as of 06:35, 6 October 2005
Entity Description
Sets relationships between groups of NPCs in the AI.
Keyvalues
- Template:Kv targetname
- subject
- <target_name_or_class> This is the NPC(s) whose disposition will change.
- target
- <target_name_or_class> This is the NPC(s) about whom the Subject(s) will change their disposition.
- disposition
- <choices> Choose the way the Subject(s) should feel about the target(s)
Literal Value Description 1 Hate 2 Fear 3 Like 4 Neutral
- radius
- <float> Radius for subject
- rank
- <integer> How much the Subject(s) should Like/Hate/Fear the target(s). Higher priority = stronger feeling.
- StartActive
- <boolean>
- Reciprocal
- <boolean> Set this to have the new relationship mirrored by target
Inputs
- ApplyRelationship
- Apply relationship changes
- RevertRelationship
- Revert relationship changes
Outputs
Notes
The relationship can refer to the player as !player
(singleplayer) or any client as player
(singleplayer or multiplayer).