Ai goal follow: Difference between revisions
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m (Robot: fixing template case.) |
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==Keyvalues== | ==Keyvalues== | ||
* {{ | * {{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
Entity Description
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
ortarget
).
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 6 (in all games since )
Sidekick (in all games since )
Inputs
- Activate
- Begin the follow behavior
- Deactivate
- Cease the following behavior