Ai battle line: Difference between revisions

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{{hl2 point|ai_battle_line}}
{{lang|ai_battle_line}}
[[File:Standoff diagram.png|frame|right]]
{{hl2 point|ai_battle_line}} Battle lines are a part of the Standoff [[:Category:AI|AI]] schedule. They instruct [[NPC]]s to try and stay behind it to a configurable degree. See [[Standoffs]] for more information about the use of <code>ai_battle_line</code>.


==Entity description==
{{code class|CAI_BattleLine|ai_behavior_standoff.cpp}}
<center>[[Image:Standoff_diagram.png]]</center>


Battle lines are a part of the [[Standoffs|Standoff]] [[:Category:AI|AI]] schedule. They instruct [[NPC]]s to try and stay behind it to a configurable degree. See [[Standoffs]] for more information about the use of '''ai_battle_line'''.
==Flags==
*1: Use [[parent]]'s orientation


==Keyvalues==
==Keyvalues==
{{KV Targetname}}
{{KV|Actor (actor)|target_name_or_class|Actor(s) or squad to affect.}}
{{KV Parentname}}
{{KV|Active (Active)|bool|Self-explanatory.}}
{{KV Angles}}
{{KV|Strict (Strict)|bool|If true, players will not be able to order their allies to ignore the battle line by commanding them with {{ent|impulse|50}} (bound to {{key|C}} by default).}}
{{KV|Actor|target_name_or_class|Actor(s) or squad to affect.}}
{{KV BaseEntity|base=1}}
{{KV|Active|bool|Self-explanatory.}}
{{KV|Strict|bool|Player orders can override, applies to allies only.}}
 
==Flags==
* 1 : Use parent's orientation


==Inputs==
==Inputs==
{{I Targetname}}
{{I Parentname}}
{{IO|Activate|If the entity is not yet active, this input will activate it.}}
{{IO|Activate|If the entity is not yet active, this input will activate it.}}
{{IO|Deactivate|If the entity is not yet inactive, this input will turn it inactive.}}
{{IO|Deactivate|If the entity is not yet inactive, this input will turn it inactive.}}
{{I BaseEntity|base=1}}


==Outputs==
==Outputs==
{{O Targetname}}
{{O BaseEntity}}
 
==See also==
*[[Standoffs]]
 
[[Category:Entities]]

Revision as of 10:13, 1 September 2018

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Standoff diagram.png

Template:Hl2 point Battle lines are a part of the Standoff AI schedule. They instruct NPCs to try and stay behind it to a configurable degree. See Standoffs for more information about the use of ai_battle_line.

C++ In code, it is represented by theCAI_BattleLineclass, defined in theai_behavior_standoff.cppfile.

Flags

Keyvalues

Actor (actor) ([todo internal name (i)]) <target_name_or_class>
Actor(s) or squad to affect.
Active (Active) ([todo internal name (i)]) <boolean>
Self-explanatory.
Strict (Strict) ([todo internal name (i)]) <boolean>
If true, players will not be able to order their allies to ignore the battle line by commanding them with impulse 50 (bound to C by default).


Inputs

Activate
If the entity is not yet active, this input will activate it.
Deactivate
If the entity is not yet inactive, this input will turn it inactive.


Outputs