Ai battle line: Difference between revisions

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{{code class|CAI_BattleLine|ai_behavior_standoff.cpp}}
{{code class|CAI_BattleLine|ai_behavior_standoff.cpp}}
==ConVars/Commands==
{{varcom|start}}
{{varcom|ai_drawbattlelines|0|01|When NPCs move to new positions, show any ground considered to be gained or lost.}}
{{varcom|end}}


==Flags==
==Flags==

Revision as of 10:42, 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.

ConVars/Commands

Cvar/Command Parameters or default value Descriptor Effect
ai_drawbattlelines 0 0 disables, 1 enables When NPCs move to new positions, show any ground considered to be gained or lost.

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