Ai goal follow: Difference between revisions
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Revision as of 00:54, 1 August 2018
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.