Ai goal assault: Difference between revisions
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(Reverted the redirect, writing a muuch better entity page instead.) |
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{{wrongtitle|title=ai_goal_assault}} | |||
==Entity Description== | |||
This entity specifies which NPCs are to carry out an assault, and triggers it when any conditions given are met. One goal can handle multiple rally points. Must be '''Active''' before being triggered. | |||
Upon activation, the entity will round up all its actors (specified in its ''actors'' keyvalue), and instruct them to select their [[assault_rallypoint]](s) and move to it/them. Upon arrival at the rally point(s), each actor then begins waiting for the assault cue (specified in the ''AssaultCue'' keyvalue), unless instructed ''Don't wait for a cue.''. | |||
Upon the cue, it will then instruct all actors to begin moving on from their current rally point to the [[assault_assaultpoint]] specified by the rally point. | |||
==Keyvalues== | |||
* {{kv targetname}} | |||
* '''actor''' | |||
: <?> Actor(s) to affect - NPC's that should perform this assault. This field supports wildcards, should they be needed. | |||
* '''rallypoint''' | |||
: <?> Rally Point Set - The name of the [[assault_rallypoint]](s) at which this assault will begin. This field can also support wildcards, so that you can enter the root name of all rally points for this assault followed by an asterisk '*', to match all with the same root. | |||
* '''SearchType''' | |||
: <choices> Search Type - How to search for the entities using the name specified in the ''actorname'' keyvalue. The ''Entity Name'' choice will make the engine search for a ''targetname'' of an entity, while the ''Classname'' choice will make it search for the name of an entity class (like ''npc_headcrab''). | |||
:{| | |||
! Literal Value || Description | |||
|- | |||
| 0 || Entity Name | |||
|- | |||
| 1 || Classname | |||
|} | |||
* '''StartActive''' | |||
: <[[Wikipedia:boolean_datatype|boolean]]> Start Active - Should this goal be active when the map begins? | |||
* '''AssaultCue''' | |||
: <choices> Assault Cue - Chooses when the goal is going to be set after this entity has been activated. | |||
:{| | |||
! Literal Value || Description || Cue... | |||
|- | |||
| 1 || Entity System Input ||...after it has received a ''BeginAssault'' input through the [[Inputs and Outputs|I/O system]]. | |||
|- | |||
| 2 || Gunfire ||...when the entity 'hears' gunfire. | |||
|- | |||
| 3 || Don't wait for a cue. ||...immediately after being activated. | |||
|} | |||
<!--This entity doesn't have any flags.--> | |||
==Inputs== | |||
* {{i targetname}} | |||
* '''Activate''' | |||
: If the entity is not yet active, this input will activate it. | |||
* '''Deactivate''' | |||
:{{todo|Write a (preferably standard) description.}} | |||
* '''BeginAssault''' | |||
: If the entity is active and this entitys ''Assault Cue'' keyvalue is set to ''Entity System Input'', begin the assault(s). | |||
==Outputs== | |||
* {{o targetname}} | |||
==See Also== | |||
* [[Assaults]] - The assault system explained. | |||
[[Category:AI]] [[Category:Entities]] |
Revision as of 03:00, 9 April 2006
Entity Description
This entity specifies which NPCs are to carry out an assault, and triggers it when any conditions given are met. One goal can handle multiple rally points. Must be Active before being triggered.
Upon activation, the entity will round up all its actors (specified in its actors keyvalue), and instruct them to select their assault_rallypoint(s) and move to it/them. Upon arrival at the rally point(s), each actor then begins waiting for the assault cue (specified in the AssaultCue keyvalue), unless instructed Don't wait for a cue..
Upon the cue, it will then instruct all actors to begin moving on from their current rally point to the assault_assaultpoint specified by the rally point.
Keyvalues
- Template:Kv targetname
- actor
- <?> Actor(s) to affect - NPC's that should perform this assault. This field supports wildcards, should they be needed.
- rallypoint
- <?> Rally Point Set - The name of the assault_rallypoint(s) at which this assault will begin. This field can also support wildcards, so that you can enter the root name of all rally points for this assault followed by an asterisk '*', to match all with the same root.
- SearchType
- <choices> Search Type - How to search for the entities using the name specified in the actorname keyvalue. The Entity Name choice will make the engine search for a targetname of an entity, while the Classname choice will make it search for the name of an entity class (like npc_headcrab).
Literal Value Description 0 Entity Name 1 Classname
- StartActive
- <boolean> Start Active - Should this goal be active when the map begins?
- AssaultCue
- <choices> Assault Cue - Chooses when the goal is going to be set after this entity has been activated.
Literal Value Description Cue... 1 Entity System Input ...after it has received a BeginAssault input through the I/O system. 2 Gunfire ...when the entity 'hears' gunfire. 3 Don't wait for a cue. ...immediately after being activated.
Inputs
- Template:I targetname
- Activate
- If the entity is not yet active, this input will activate it.
- Deactivate
- Todo: Write a (preferably standard) description.
- BeginAssault
- If the entity is active and this entitys Assault Cue keyvalue is set to Entity System Input, begin the assault(s).
Outputs
See Also
- Assaults - The assault system explained.