Ai battle line: Difference between revisions

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m (corrected params)
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{{KV|Active (Active)|bool|Self-explanatory.}}
{{KV|Active (Active)|bool|Self-explanatory.}}
{{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|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 BaseEntity|css=1|csgo=1}}
{{KV BaseEntity|css=1}}


==Inputs==
==Inputs==
{{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|prel4d=1|portal2=1}}
{{I BaseEntity|prel4d=1}}


==Outputs==
==Outputs==

Revision as of 08:51, 14 September 2018

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Standoff diagram.png

Template:Base 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.

Note.pngNote:This entity is not present in Left 4 DeadLeft 4 Dead 2.
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