Ai goal follow: Difference between revisions
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Note:NPCs do not intelligently follow their leader. They will simply walk or run depending on distance directly towards it. If the followers happen to block a path, they will not move out of the way and the leading NPC will eventually give up trying to path. (Depends on Formation.)
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{{note|NPCs do not intelligently follow their leader. They will simply walk or run depending on distance directly towards it. If the followers happen to block a path, they will not move out of the way and the leading NPC will eventually give up trying to path. (Depends on '''Formation'''.)}} | {{note|NPCs do not intelligently follow their leader. They will simply walk or run depending on distance directly towards it. If the followers happen to block a path, they will not move out of the way and the leading NPC will eventually give up trying to path. (Depends on '''Formation'''.)}} | ||
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{{code class|CAI_FollowGoal|ai_behavior_follow.cpp}} | {{code class|CAI_FollowGoal|ai_behavior_follow.cpp}} | ||
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:*4: Vortigaunt | :*4: Vortigaunt | ||
{{todo|What exactly do 3 and 4 do?}}}} | {{todo|What exactly do 3 and 4 do?}}}} | ||
{{KV BaseEntity|base=1}} | {{KV BaseEntity|base=1|css=1}} | ||
==Inputs== | ==Inputs== |
Revision as of 15:47, 8 September 2018


Template:Hl2 point It makes the target NPCs follow another object or the player at a configurable distance. NPCs may react in some way if they can't path to their leader.

ConVars/Commands
Cvar/Command | Parameters or default value | Descriptor | Effect |
---|---|---|---|
ai_debug_follow | 0 | 0 disables, 1 enables | Tells when an NPC is having trouble following their leader. Requires developer 1. Does not function. [confirm] |
ai_follow_use_points | 1 | 0 disables, 1 enables | Todo: Effect description. |
ai_follow_use_points_when_moving | 1 | 0 disables, 1 enables | Todo: Effect description. |
Keyvalues
- Actor(s) to affect (actor) ([todo internal name (i)]) <target_name_or_class>
- The name or class of the NPCs that will be following.
- Target Entity (goal) ([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 them.
- Search Type (SearchType) ([todo internal name (i)]) <choices>
- How to search for the entities using the name specified in the Actor(s) to affect keyvalue.
- 0: Entity Name (targetname)
- 1: Classname
- Start Active (StartActive) ([todo internal name (i)]) <boolean>
- Should this entity be active when the map begins?
- Maximum State (MaximumState) ([todo internal name (i)]) <choices>
- The maximum state for NPCs to continue following.
- 0: Idle (stop following when NPC senses danger)
- 1: Alert (stop following when combat arises)
- 2: Combat (never stop following)
- Formation (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
Todo: What exactly do 3 and 4 do?
Inputs
- OutsideTransition (in all games since
) !FGD
- Usually this is automatically done by a trigger_transition when the map changes, but it can be done manually as well. It sends the entity into a "dormant" state where it is disabled even though the entity may still think it is active. This is done in the case that the player decides to go back to a previous map, where the entity will then become non-dormant again.
- Activate
- Begin the follow behavior.
- Deactivate
- Cease the following behavior.