Ai goal follow: Difference between revisions

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==Keyvalues==
==Keyvalues==
* {{kv targetname}}
* {{KV Targetname}}
* '''actor'''
* '''actor'''
: <target_name_or_class> The name of the NPCs that will be following.
: <target_name_or_class> The name of the NPCs that will be following.

Revision as of 19:54, 19 January 2009

Template:Wrongtitle

Entity Description

Ai goal follow.png

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

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.

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

  • actor
<target_name_or_class> The name of the NPCs that will be following.
  • 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 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
0 Close circle
5 Medium Circle
1 Wide circle
(in all games since Half-Life 2: Episode One) Sidekick (in all games since Half-Life 2: Episode One)

Inputs

  • Activate
Begin the follow behavior
  • Deactivate
Cease the following behavior

Outputs