Ai relationship: Difference between revisions
		
		
		
		
		
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Note:The relationship can refer to the player as 
		
	
m (Moved the note.)  | 
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* an NPC class to an NPC  | * an NPC class to an NPC  | ||
* an NPC class to an NPC class{{clr}}  | * an NPC class to an NPC class{{clr}}  | ||
{{note|The relationship can refer to the player as <code>!player</code> (singleplayer) or any client as <code>player</code> (singleplayer or multiplayer).}}  | |||
==Keyvalues==  | ==Keyvalues==  | ||
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* {{o targetname}}  | * {{o targetname}}  | ||
==  | ==See also==  | ||
* [[List of default AI relationships]]  | |||
[[  | |||
[[Category:AI]] [[Category:Entities]]  | |||
Revision as of 23:56, 7 April 2006
Entity Description
Sets relationships of
- an NPC to an NPC
 - an NPC to an NPC class
 - an NPC class to an NPC
 - an NPC class to an NPC class
 
!player (singleplayer) or any client as player (singleplayer or multiplayer).Keyvalues
- Template:Kv targetname
 - subject
 
- <target_name_or_class> This is the NPC(s) whose disposition will change.
 
- target
 
- <target_name_or_class> This is the NPC(s) about whom the Subject(s) will change their disposition.
 
- disposition
 
- <choices> Choose the way the Subject(s) should feel about the target(s)
 
Literal Value Description 1 Hate 2 Fear 3 Like 4 Neutral 
- radius
 
- <float> Radius for subject
 
- rank
 
- <integer> How much the Subject(s) should Like/Hate/Fear the target(s). Higher priority = stronger feeling.
 
- StartActive
 
- <boolean>
 
- Reciprocal
 
- <boolean> Set this to have the new relationship mirrored by target
 
Inputs
- ApplyRelationship
 
- Apply relationship changes
 
- RevertRelationship
 
- Revert relationship changes
 
