Template:KV LeadGoalBase: Difference between revisions

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m (Robot: fixing template case.)
(Cleanup)
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{{KV Targetname}}
{{KV Targetname}}
* {{KV Parentname}}
 
* '''actor'''
{{KV Parentname}}
: <target_name_or_class> Actor(s) to affect
 
* '''goal'''
{{KV|Actor(s) to affect|target_name_or_class|The name of the NPCs that will be leading.}}
: <target_destination> Target Entity
 
* '''WaitPointName'''
{{KV|Target Entity|string|The name of the NPC that leads.}}
: <target_destination> Point to wait at if the target's not visible.
 
* '''WaitDistance'''
{{KV|Point to wait at if the target's not visible|target_destination|}}
: <float> Wait until player gets this close.
 
* '''LeadDistance'''
{{KV|Wait until player gets this close|float|}}
: <float> The player is considered to be lagging if he's beyond this distance.
 
* '''Run'''
{{KV|Lead Distance|float|The player is considered to be lagging if he's beyond this distance.}}
: {{boolean}} Run instead of walk
 
* '''Retrieve'''
{{KV|Retrieve Distance|float|The distance from the player that the NPC should return to when retrieving a lagging player. Must be between ('Lead Distance' + 24) and ('Lead Distance' * 4) to avoid the leader ping-ponging.}}
: {{boolean}} Retrieve player?
 
* '''AttractPlayerConceptModifier'''
{{KV|Success Distance|float|The distance from the player (to the NPC) that the player must be within for the Lead to succeed, once the NPC has reached the goal. If set to 0, it'll use the lead distance instead (for legacy support).}}
: <string> Attract player concept modifier
 
* '''WaitOverConceptModifier'''
{{KV|Run instead of Walk|choices|Should the NPC run instead of walk?}}
: <string> Player wait over concept modifier
:* 1 : No
* '''ArrivalConceptModifier'''
:* 2 : Yes
: <string> Arrival concept modifier
 
* '''PostArrivalConceptModifier'''
{{KV|Retrieve player?|choices|Retrieve player?}}
: <string> Post-arrival concept modifier
:* 1 : No, just idle and wait
* '''SuccessConceptModifier'''
:* 2 : Yes, move to retrieve
: <string> Success concept modifier
 
* '''FailureConceptModifier'''
{{KV|Before Comming Back, Wait for Speech?|choices|Before Comming Back, Wait for Speech?}}
: <string> Failure concept modifier
:* 1 : No, come back while speaking
* '''{{EP1 add|RetrieveDistance}}'''
:* 2 : Yes, wait for speech to finish
: <float> The distance from the player that the NPC should return to when retrieving a lagging player. Must be between ('Lead Distance' + 24) and ('Lead Distance' * 4) to avoid the leader ping-ponging.
 
* '''{{EP1 add|SuccessDistance}}'''
{{KV|On Retrieve, Wait for Speech?|choices|On Retrieve, Wait for Speech?}}
: <float> The distance from the player (to the NPC) that the player must be within for the Lead to succeed, once the NPC has reached the goal. If set to 0, it'll use the lead distance instead (for legacy support).
:* 1 : No, start leading while speaking
* '''{{EP1 add|ComingBackWaitForSpeak}}'''
:* 2 : Yes, wait for speech to finish
: {{boolean}} Before Coming Back, Wait for speech?
 
* '''{{EP1 add|RetrieveWaitForSpeak}}'''
{{KV|Speek start greeting?|choices|On Retrieve, Wait for Speech?}}
: {{boolean}} On Retrieve, Wait for speech?
:* 1 : No, don`t speak the greeting
* '''{{EP1 add|DontSpeakStart}}'''
:* 2 : Yes, speak the greetig
: {{boolean}} Speak start greeting?
 
* '''{{EP1 add|LeadDuringCombat}}'''
{{KV|Leading during combat?|choices|Leading during combat?}}
: {{boolean}} Lead during combat?
:* 1 : No. Stop to fight, resume leadng when save
* '''{{EP1 add|GagLeader}}'''
:* 2 : Yes, lead while fighting.
: {{boolean}} Gag Leader?
 
* '''{{EP1 add|ComingBackConceptModifier}}'''
{{KV|Gag leader?|choices|}}
: <string> Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_RETRIEVE' concept is spoken. Spoken as the NPC starts returning to the player to retrieve him.
:* 1 : No. Speak lead concepts normally, respecting other lead speech settings.
* '''{{EP1 add|RetrieveConceptModifier}}'''
:* 2 : Yes, don't speak any lead concepts at all, overriding all other lead speech settings.
: <string> Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_COMINGBACK' concept is spoken. Spoken when NPC has finally reached the player to retrieve him.
 
{{KV|Attract player concept modifier|string|Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_ATTRACTPLAYER' concept is spoken.}}
 
{{KV|Player wait over concept modifier|string|Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_WAITOVER' concept is spoken.}}
 
{{KV|Arrival concept modifier|string|Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_ARRIVAL' concept is spoken.}}
 
{{KV|Post-arrival concept modifier|string|}}
 
{{KV|Success concept modifier|string|Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_SUCCESS' concept is spoken.}}
 
{{KV|Failure concept modifier|string|Appended to the keyvalues passed into the response rules when the 'lead_fail' concept is spoken.}}
 
{{KV|Coming Back concept modifier|string|Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_RETRIEVE' concept is spoken. Spoken as the NPC starts returning to the player to retrieve him.}}
 
{{KV|Coming Back concept modifier|string|Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_RETRIEVE' concept is spoken. Spoken as the NPC starts returning to the player to retrieve him.}}
 
{{KV|Retrieve concept modifier|string|Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_COMINGBACK' concept is spoken. Spoken when NPC has finally reached the player to retrieve him.
}}

Revision as of 05:13, 4 February 2012

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


Parentname:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.


Actor(s) to affect ([todo internal name (i)]) <target_name_or_class>
The name of the NPCs that will be leading.


Target Entity ([todo internal name (i)]) <string>
The name of the NPC that leads.


Point to wait at if the target's not visible ([todo internal name (i)]) <targetname>


Wait until player gets this close ([todo internal name (i)]) <float>


Lead Distance ([todo internal name (i)]) <float>
The player is considered to be lagging if he's beyond this distance.


Retrieve Distance ([todo internal name (i)]) <float>
The distance from the player that the NPC should return to when retrieving a lagging player. Must be between ('Lead Distance' + 24) and ('Lead Distance' * 4) to avoid the leader ping-ponging.


Success Distance ([todo internal name (i)]) <float>
The distance from the player (to the NPC) that the player must be within for the Lead to succeed, once the NPC has reached the goal. If set to 0, it'll use the lead distance instead (for legacy support).


Run instead of Walk ([todo internal name (i)]) <choices>
Should the NPC run instead of walk?
  • 1 : No
  • 2 : Yes


Retrieve player? ([todo internal name (i)]) <choices>
Retrieve player?
  • 1 : No, just idle and wait
  • 2 : Yes, move to retrieve


Before Comming Back, Wait for Speech? ([todo internal name (i)]) <choices>
Before Comming Back, Wait for Speech?
  • 1 : No, come back while speaking
  • 2 : Yes, wait for speech to finish


On Retrieve, Wait for Speech? ([todo internal name (i)]) <choices>
On Retrieve, Wait for Speech?
  • 1 : No, start leading while speaking
  • 2 : Yes, wait for speech to finish


Speek start greeting? ([todo internal name (i)]) <choices>
On Retrieve, Wait for Speech?
  • 1 : No, don`t speak the greeting
  • 2 : Yes, speak the greetig


Leading during combat? ([todo internal name (i)]) <choices>
Leading during combat?
  • 1 : No. Stop to fight, resume leadng when save
  • 2 : Yes, lead while fighting.


Gag leader? ([todo internal name (i)]) <choices>
  • 1 : No. Speak lead concepts normally, respecting other lead speech settings.
  • 2 : Yes, don't speak any lead concepts at all, overriding all other lead speech settings.


Attract player concept modifier ([todo internal name (i)]) <string>
Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_ATTRACTPLAYER' concept is spoken.


Player wait over concept modifier ([todo internal name (i)]) <string>
Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_WAITOVER' concept is spoken.


Arrival concept modifier ([todo internal name (i)]) <string>
Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_ARRIVAL' concept is spoken.


Post-arrival concept modifier ([todo internal name (i)]) <string>


Success concept modifier ([todo internal name (i)]) <string>
Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_SUCCESS' concept is spoken.


Failure concept modifier ([todo internal name (i)]) <string>
Appended to the keyvalues passed into the response rules when the 'lead_fail' concept is spoken.


Coming Back concept modifier ([todo internal name (i)]) <string>
Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_RETRIEVE' concept is spoken. Spoken as the NPC starts returning to the player to retrieve him.


Coming Back concept modifier ([todo internal name (i)]) <string>
Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_RETRIEVE' concept is spoken. Spoken as the NPC starts returning to the player to retrieve him.


Retrieve concept modifier ([todo internal name (i)]) <string>
Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_COMINGBACK' concept is spoken. Spoken when NPC has finally reached the player to retrieve him.