Assault rallypoint: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(moved to base)
mNo edit summary
Line 1: Line 1:
{{lang|Assault rallypoint}}
{{lang|Assault rallypoint}}
[[File:Assault rallypoint.png|left]]{{base point|assault_rallypoint}} It specifies a point used to rally [[NPC]]s for [[assault]] behavior. Used with either an {{ent|ai_goal_assault}} or the <code>Assault</code>input available on some NPCs. All assaults begin at an <code>assault_rallypoint</code>. NPCs move to these points when cued for an assault, optionally waiting here, before commencing the assault by heading to an {{ent|assault_assaultpoint}}.
[[File:Assault rallypoint.png|left]]{{base point|assault_rallypoint}} It specifies a point used to rally [[NPC]]s for [[assault]] behavior. Used with either an {{ent|mode=link|ai_goal_assault}} or the <code>Assault</code>input available on some NPCs. All assaults begin at an <code>assault_rallypoint</code>. NPCs move to these points when cued for an assault, optionally waiting here, before commencing the assault by heading to an {{ent|mode=link|assault_assaultpoint}}.


Not available in {{l4ds}}.
Not available in {{l4ds}}.
Line 12: Line 12:
==Keyvalues==
==Keyvalues==
{{KV|Priority (priority)|int|How appealing the rallypoint will be. When an NPC receives the <code>Assault</code> input, it will select a suitable rallypoint from those available to it, preferring the one with the highest '''Priority''' value. If the '''Priority''' is the same between any rallypoints, the closest one will be chosen.}}
{{KV|Priority (priority)|int|How appealing the rallypoint will be. When an NPC receives the <code>Assault</code> input, it will select a suitable rallypoint from those available to it, preferring the one with the highest '''Priority''' value. If the '''Priority''' is the same between any rallypoints, the closest one will be chosen.}}
{{KV|Assault Point (assaultpoint)|targetname|The first {{ent|assault_assaultpoint}} in the chain to move to as the assault begins.}}
{{KV|Assault Point (assaultpoint)|targetname|The first {{ent|mode=link|assault_assaultpoint}} in the chain to move to as the assault begins.}}
{{KV|Assault Delay (assaultdelay)|float|The amount of time to wait here once the assault cue has been given, before moving to the first {{ent|assault_assaultpoint}}.}}
{{KV|Assault Delay (assaultdelay)|float|The amount of time to wait here once the assault cue has been given, before moving to the first {{ent|mode=link|assault_assaultpoint}}.}}
{{KV|Rally Sequence (rallysequence)|string|Set a specific animation sequence for NPCs waiting to begin the assault, overriding the wait activity of the NPC.}}
{{KV|Rally Sequence (rallysequence)|string|Set a specific animation sequence for NPCs waiting to begin the assault, overriding the wait activity of the NPC.}}
{{KV|Force Crouch (forcecrouch)|bool|NPCs using this assault point are forced into crouching while holding it.}}
{{KV|Force Crouch (forcecrouch)|bool|NPCs using this assault point are forced into crouching while holding it.}}

Revision as of 05:53, 30 December 2022

English (en)Translate (Translate)
Assault rallypoint.png

Template:Base point It specifies a point used to rally NPCs for assault behavior. Used with either an ai_goal_assault or the Assaultinput available on some NPCs. All assaults begin at an assault_rallypoint. NPCs move to these points when cued for an assault, optionally waiting here, before commencing the assault by heading to an assault_assaultpoint.

Not available in Left 4 Dead seriesLeft 4 Dead series.

C++ In code, it is represented by theCRallyPointclass, defined in theai_behavior_assault.cppfile.

Limitations and bugs

  • A rallypoint can only serve one NPC per assault. If multiple NPCs are required to assault at the same time, each needs their own rallypoint. There may be a solution to this but it is not yet documented. Use of wildcards can make the assignment of individual NPCs to individual rallypoints easier.
  • NPCs will always turn to face in the direction the entity is set to when arriving at a rally point. This is might look unnatural in some cases.

Keyvalues

Priority (priority) ([todo internal name (i)]) <integer>
How appealing the rallypoint will be. When an NPC receives the Assault input, it will select a suitable rallypoint from those available to it, preferring the one with the highest Priority value. If the Priority is the same between any rallypoints, the closest one will be chosen.
Assault Point (assaultpoint) ([todo internal name (i)]) <targetname>
The first assault_assaultpoint in the chain to move to as the assault begins.
Assault Delay (assaultdelay) ([todo internal name (i)]) <float>
The amount of time to wait here once the assault cue has been given, before moving to the first assault_assaultpoint.
Rally Sequence (rallysequence) ([todo internal name (i)]) <string>
Set a specific animation sequence for NPCs waiting to begin the assault, overriding the wait activity of the NPC.
Force Crouch (forcecrouch) ([todo internal name (i)]) <boolean>
NPCs using this assault point are forced into crouching while holding it.
Urgent (urgent) ([todo internal name (i)]) <boolean>
If set, NPCs will consider movement to this rally point as Urgent Navigation (ignoring prop_physics blockers, eventually teleporting).
Should Point Lock (lockpoint) ([todo internal name (i)]) <boolean> (in all games since Alien Swarm) !FGD
Should this point be considered unusable by other NPCs once one has "claimed" it?[confirm]
  • 0: No
  • 1: Yes


Inputs

Outputs

OnArrival
Fires when the NPC arrives.