Ai battle line: Difference between revisions
Jump to navigation
Jump to search

(lang fix) |
(→Inputs: |prel4d=1) |
||
Line 22: | Line 22: | ||
{{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}} | {{I BaseEntity|base=1|prel4d=1}} | ||
==Outputs== | ==Outputs== | ||
{{O BaseEntity}} | {{O BaseEntity}} |
Revision as of 14:44, 7 September 2018


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
.
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
- 1: Use parent's orientation
Keyvalues
- Actor (actor) ([todo internal name (i)]) <target_name_or_class>
- Actor(s) or squad to affect.
- 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.