Assault rallypoint: Difference between revisions
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{{hl2 point|assault_rallypoint}} | {{lang|Assault rallypoint}} | ||
[[File:Assault rallypoint.png|left]]{{hl2 point|assault_rallypoint}} It specifies a point used to rally [[NPC]]s for [[assault]] behavior. Used with either an {{ent|ai_goal_assault}} or the <code>Assault</code>input available on some NPCs. All assaults begin at an <code>assault_rallypoint</code>. NPCs move to these points when cued for an assault, optionally waiting here, before commencing the assault by heading to an {{ent|assault_assaultpoint}}. | |||
{{code class|CRallyPoint|ai_behavior_assault.cpp}} | |||
==Limitations and bugs== | |||
*A rallypoint can only serve one NPC per assault. If multiple NPCs are required to assault at the same time, each needs their own rallypoint. There may be a solution to this but it is not yet documented. Use of wildcards can make the assignment of individual NPCs to individual rallypoints easier. | |||
* A rallypoint can only serve one NPC per assault. If multiple NPCs are required to assault at the same time, each needs their own rallypoint. There may be a solution to this but it is not yet documented. Use of wildcards can make the assignment of individual NPCs to individual rallypoints easier. | *NPCs will always turn to face in the direction the entity is set to when arriving at a rally point. This is might look unnatural in some cases. | ||
* NPCs will always turn to face in the direction the entity is set to when arriving at a rally point. This is might look unnatural in some cases. | |||
==Keyvalues== | ==Keyvalues== | ||
{{KV|Priority (priority)|int|How appealing the rallypoint will be. When an NPC receives the <code>Assault</code> input, it will select a suitable rallypoint from those available to it, preferring the one with the highest '''Priority''' value. If the '''Priority''' is the same between any rallypoints, the closest one will be chosen.}} | |||
{{KV|Priority|int|How appealing the rallypoint will be. When an NPC receives the | {{KV|Assault Point (assaultpoint)|targetname|The first {{ent|assault_assaultpoint}} in the chain to move to as the assault begins.}} | ||
{{KV|Assault Delay (assaultdelay)|float|The amount of time to wait here once the assault cue has been given, before moving to the first {{ent|assault_assaultpoint}}.}} | |||
{{KV|Assault Point|targetname|The first | {{KV|Rally Sequence (rallysequence)|string|Set a specific animation sequence for NPCs waiting to begin the assault, overriding the wait activity of the NPC.}} | ||
{{KV|Force Crouch (forcecrouch)|bool|NPCs using this assault point are forced into crouching while holding it.}} | |||
{{KV|Assault Delay|float|The amount of time to wait here once the assault cue has been given, before moving to the first | {{KV|Urgent (urgent)|bool|If set, NPCs will consider movement to this rally point as Urgent Navigation (ignoring prop_physics blockers, eventually teleporting).}} | ||
{{KV BaseEntity|base=1}} | |||
{{KV|Rally Sequence|string|Set a specific animation sequence for NPCs waiting to begin the assault, overriding the wait activity of the NPC.}} | |||
{{KV|Force Crouch|bool|NPCs using this assault point are forced into crouching while holding it.}} | |||
{{KV|Urgent|bool|If set, NPCs will consider movement to this rally point as Urgent Navigation (ignoring prop_physics blockers, eventually teleporting).}} | |||
{{KV | |||
==Inputs== | ==Inputs== | ||
{{I | {{I BaseEntity|base=1}} | ||
==Outputs== | ==Outputs== | ||
{{IO|OnArrival|Fires when the NPC arrives.}} | |||
{{O BaseEntity}} | |||
{{IO|OnArrival|Fires when the NPC arrives {{ | |||
[[Category:AI]] | [[Category:AI]] | ||
Revision as of 19:01, 4 September 2018


Template:Hl2 point It specifies a point used to rally NPCs for assault behavior. Used with either an ai_goal_assault or the Assault
input available on some NPCs. All assaults begin at an assault_rallypoint
. NPCs move to these points when cued for an assault, optionally waiting here, before commencing the assault by heading to an assault_assaultpoint.
Limitations and bugs
- A rallypoint can only serve one NPC per assault. If multiple NPCs are required to assault at the same time, each needs their own rallypoint. There may be a solution to this but it is not yet documented. Use of wildcards can make the assignment of individual NPCs to individual rallypoints easier.
- NPCs will always turn to face in the direction the entity is set to when arriving at a rally point. This is might look unnatural in some cases.
Keyvalues
- Priority (priority) ([todo internal name (i)]) <integer>
- How appealing the rallypoint will be. When an NPC receives the
Assault
input, it will select a suitable rallypoint from those available to it, preferring the one with the highest Priority value. If the Priority is the same between any rallypoints, the closest one will be chosen.
- Assault Point (assaultpoint) ([todo internal name (i)]) <targetname>
- The first assault_assaultpoint in the chain to move to as the assault begins.
- Assault Delay (assaultdelay) ([todo internal name (i)]) <float>
- The amount of time to wait here once the assault cue has been given, before moving to the first assault_assaultpoint.
- Rally Sequence (rallysequence) ([todo internal name (i)]) <string>
- Set a specific animation sequence for NPCs waiting to begin the assault, overriding the wait activity of the NPC.
- Force Crouch (forcecrouch) ([todo internal name (i)]) <boolean>
- NPCs using this assault point are forced into crouching while holding it.
- Urgent (urgent) ([todo internal name (i)]) <boolean>
- If set, NPCs will consider movement to this rally point as Urgent Navigation (ignoring prop_physics blockers, eventually teleporting).
Inputs
Outputs
- OnArrival
- Fires when the NPC arrives.