Ai goal follow: Difference between revisions
Jump to navigation
Jump to search
mNo edit summary |
No edit summary |
||
Line 11: | Line 11: | ||
==Keyvalues== | ==Keyvalues== | ||
{{ScrollBox|title=Keyvalues| | |||
{{KV Targetname}} | |||
{{KV|Actor(s) to affect|target_name_or_class|The name of the NPCs that will be following.}} | |||
:* If this value is blank, NPCs will follow the player if they are friendly towards him | {{KV|Target Entity|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.}} | |||
{{KV|Search Type|choices|How to search for the entities using the name specified in the ''actorname'' keyvalue. The ''Entity Name'' choice will make the engine search for a ''targetname'' of an entity, while the ''Classname'' choice will make it search for the name of an entity class (like ''npc_headcrab'').}} | |||
:* 0 : Entity Name | |||
:* 1 : Classname | |||
{{KV|Start Active|bool|Should this entity be active when the map begins?}} | |||
{{KV|Maximum State|choices|The maximum state for NPCs to continue following.}} | |||
:* 0 : Idle | |||
: {{ | :* 1 : Alert | ||
:* 2 : Combat | |||
: | {{KV|Formation|choices|How close to the target the NPCs should follow.}} | ||
:* 0 : Close circle | |||
:* 1 : Medium Circle | |||
:* 2 : Wide circle | |||
:* 3 : Sidekick | |||
:* 4 : Vortigaunt | |||
}} | |||
| | |||
: | |||
==Inputs== | ==Inputs== | ||
{{I Targetname}} | |||
{{IO|Activate|Begin the follow behavior.}} | |||
{{IO|Deactivate|Cease the following behavior.}} | |||
==Outputs== | ==Outputs== | ||
{{O Targetname}} | |||
[[Category:AI]] | [[Category:AI]] | ||
[[Category:Entities]] | [[Category:Entities]] |
Revision as of 04:26, 4 February 2012
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
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(s) to affect ([todo internal name (i)]) <target_name_or_class>
- The name of the NPCs that will be following.
- Target Entity ([todo internal name (i)]) <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.
- Search Type ([todo internal name (i)]) <choices>
- How to search for the entities using the name specified in the actorname keyvalue. The Entity Name choice will make the engine search for a targetname of an entity, while the Classname choice will make it search for the name of an entity class (like npc_headcrab).
- 0 : Entity Name
- 1 : Classname
- Maximum State ([todo internal name (i)]) <choices>
- The maximum state for NPCs to continue following.
- 0 : Idle
- 1 : Alert
- 2 : Combat
- Formation ([todo internal name (i)]) <choices>
- How close to the target the NPCs should follow.
- 0 : Close circle
- 1 : Medium Circle
- 2 : Wide circle
- 3 : Sidekick
- 4 : Vortigaunt
Inputs
- Activate
- Begin the follow behavior.
- Deactivate
- Cease the following behavior.