Assault assaultpoint: Difference between revisions
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Note:It is important to remember that assaultpoints affect the journey to them, not from them.
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{{wrongtitle|title=assault_assaultpoint}} | |||
==Entity Description== | |||
The body of an assault chain. Specifies where the assault should go once it has begun. There can be any number of ''assault_assaultpoint'' entities in each chain. | |||
{{note|It is important to remember that assaultpoints affect the journey ''to'' them, not ''from'' them.}} | |||
==Keyvalues== | |||
* {{kv targetname}} | |||
* {{kv parentname}} | |||
* {{kv angles}} | |||
* '''assaultgroup''' | |||
: <?> Assault Hint Group - Constrain the movement of the NPC(s) participating in the assault to this [[info_hint|hint]] group once assault has begun. | |||
* '''nextassaultpoint''' | |||
: <?> Next assault point (optional) | |||
* '''assaulttimeout''' | |||
: <?> Assault time out - This point is cleared when no enemies are seen for this long (specified in seconds). The NPC(s) at this assaultpoint will scout for enemies this long before moving on. | |||
* '''clearoncontact''' | |||
: <[[Wikipedia:boolean_datatype|boolean]]> Clear on contact with enemies - If the assault meets enemies on its way to this point, it will consider the assault point cleared and target the next assault point in the chain. | |||
* '''allowdiversion''' | |||
: <[[Wikipedia:boolean_datatype|boolean]]> Allow diversion - If the assault comes into contact with hostiles on the way to this assault point, divert to kill them and resume once the area appears clear. | |||
:- If it set to ''Yes'', NPCs will chase any hostiles until they are dead or out of sight for the period set in the ''assaulttimeout'' (''Assault time out'') keyvalue. | |||
:- If this is set to ''No'', assaulting NPCs will run non-stop to the next point, attacking enemies they can see but not chasing them. | |||
* '''nevertimeout''' | |||
: <[[Wikipedia:boolean_datatype|boolean]]> Never Timeout - If set, the assault never ends for NPCs assaulting this point. Useful for forcing NPCs back to a point. | |||
==Flags== | |||
* 1 : Clear this point upon arrival, UNCONDITIONALLY | |||
: Move on to the next point once reaching this one, regardless of any other influences. | |||
==Inputs== | |||
* {{i targetname}} | |||
* {{i parentname}} | |||
* '''SetClearOnContact''' | |||
: Sets the ''clearoncontact'' (''Clear on Contact with enemies'') keyvalue. Accepts ''1''/''0'' or ''Yes''/''No'' as parameters. | |||
* '''SetAllowDiversion''' | |||
: Sets the ''allowdiversion'' (''Allow Diversion'') keyvalue. Accepts ''1''/''0'' or ''Yes''/''No'' as parameters. | |||
==Outputs== | |||
* '''OnArrival''' | |||
: Fires when a NPC arrives. | |||
* '''OnAssaultClear''' | |||
: Fires when the point is cleared. | |||
* {{o targetname}} | |||
==See Also== | |||
* [[Assaults]] | |||
[[Category:AI]] [[Category:Entities]] |
Revision as of 06:21, 9 April 2006
Entity Description
The body of an assault chain. Specifies where the assault should go once it has begun. There can be any number of assault_assaultpoint entities in each chain.

Keyvalues
- <?> Assault Hint Group - Constrain the movement of the NPC(s) participating in the assault to this hint group once assault has begun.
- nextassaultpoint
- <?> Next assault point (optional)
- assaulttimeout
- <?> Assault time out - This point is cleared when no enemies are seen for this long (specified in seconds). The NPC(s) at this assaultpoint will scout for enemies this long before moving on.
- clearoncontact
- <boolean> Clear on contact with enemies - If the assault meets enemies on its way to this point, it will consider the assault point cleared and target the next assault point in the chain.
- allowdiversion
- <boolean> Allow diversion - If the assault comes into contact with hostiles on the way to this assault point, divert to kill them and resume once the area appears clear.
- - If it set to Yes, NPCs will chase any hostiles until they are dead or out of sight for the period set in the assaulttimeout (Assault time out) keyvalue.
- - If this is set to No, assaulting NPCs will run non-stop to the next point, attacking enemies they can see but not chasing them.
- nevertimeout
- <boolean> Never Timeout - If set, the assault never ends for NPCs assaulting this point. Useful for forcing NPCs back to a point.
Flags
- 1 : Clear this point upon arrival, UNCONDITIONALLY
- Move on to the next point once reaching this one, regardless of any other influences.
Inputs
- Template:I targetname
- Template:I parentname
- SetClearOnContact
- Sets the clearoncontact (Clear on Contact with enemies) keyvalue. Accepts 1/0 or Yes/No as parameters.
- SetAllowDiversion
- Sets the allowdiversion (Allow Diversion) keyvalue. Accepts 1/0 or Yes/No as parameters.
Outputs
- OnArrival
- Fires when a NPC arrives.
- OnAssaultClear
- Fires when the point is cleared.