Ai goal lead weapon: Difference between revisions
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==ai_goal_lead_weapon== | |||
ai_goal_lead_weapon | |||
AI Goal Lead (Weapon). A version of the ai_goal_lead entity that requires the player to have the specified weapon before the Actor(s) will lead the player to their target. | AI Goal Lead (Weapon). A version of the [[ai_goal_lead]] entity that requires the player to have the specified weapon before the Actor(s) will lead the player to their target. | ||
==Keys== | |||
Name targetname <target_source> The name that other entities refer to this entity by. | '''Name''' targetname <target_source> The name that other entities refer to this entity by. | ||
Actor(s) to affect actor <target_name_or_class> | '''Actor(s) to affect''' actor <target_name_or_class> | ||
Target Entity goal <string> | '''Target Entity''' goal <string> | ||
Point to wait at if the target's not visible. WaitPointName <target_destination> | '''Point to wait at if the target's not visible.''' WaitPointName <target_destination> | ||
Wait until player gets this close. WaitDistance <float> | '''Wait until player gets this close.''' WaitDistance <float> | ||
Lead Distance. LeadDistance <float> The player is considered to be lagging if he's beyond this distance. | '''Lead Distance.''' LeadDistance <float> The player is considered to be lagging if he's beyond this distance. | ||
Run instead of Walk Run <choices> | '''Run instead of Walk''' Run <choices> | ||
Retrieve player? Retrieve <choices> | '''Retrieve player?''' Retrieve <choices> | ||
Attract player concept modifier AttractPlayerConceptModifier <string> | '''Attract player concept modifier''' AttractPlayerConceptModifier <string> | ||
Player wait over concept modifier WaitOverConceptModifier <string> | '''Player wait over concept modifier''' WaitOverConceptModifier <string> | ||
Arrival concept modifier ArrivalConceptModifier <string> | '''Arrival concept modifier''' ArrivalConceptModifier <string> | ||
Post-arrival concepts modifier PostArrivalConceptModifier <string> | '''Post-arrival concepts modifier''' PostArrivalConceptModifier <string> | ||
Success concept modifier SuccessConceptModifier <string> | '''Success concept modifier''' SuccessConceptModifier <string> | ||
Failure concept modifier FailureConceptModifier <string> | '''Failure concept modifier''' FailureConceptModifier <string> | ||
spawnflags spawnflags <flags> | '''spawnflags''' spawnflags <flags> | ||
Weapon WeaponName <choices> | '''Weapon''' WeaponName <choices> | ||
Missing weapon concept modifier MissingWeaponConceptModifier <string> | '''Missing weapon concept modifier''' MissingWeaponConceptModifier <string> | ||
Search Type SearchType <choices> How to search for the entities using the targetname. | '''Search Type''' SearchType <choices> How to search for the entities using the targetname. | ||
==Inputs== | |||
'''Kill''' Removes this entity from the world. | |||
'''KillHierarchy''' Removes this entity and all its children from the world. | |||
'''AddOutput <string>''' Adds an entity I/O connection to this entity. Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>. Very dangerous, use with care. | |||
'''FireUser1''' Causes this entity's OnUser1 output to be fired. | |||
'''FireUser2''' Causes this entity's OnUser2 output to be fired. | |||
'''FireUser3''' Causes this entity's OnUser3 output to be fired. | |||
'''FireUser4''' Causes this entity's OnUser4 output to be fired. | |||
'''Activate''' Begin the leading behavior | |||
'''Deactivate''' Stop the leading behavior | |||
'''SetSuccess''' Notify success of leading | |||
'''SetFailure''' Notify failure of leading | |||
==Outputs== | |||
'''OnUser1''' Fired in response to FireUser1 input. | |||
'''OnUser2''' Fired in response to FireUser2 input. | |||
'''OnUser3''' Fired in response to FireUser3 input. | |||
'''OnUser4''' Fired in response to FireUser4 input. | |||
'''OnArrival''' Fires when NPC reaches the lead point | |||
'''OnArrivalDone''' Fires when NPC has played out any arrival speech | |||
'''OnSuccess''' Fires when NPC achieves the goal | |||
'''OnFailure''' Fires when NPC fails to achieves the goal | |||
'''OnDone''' Fires when NPC completes behavior (any post-success or fail acting is complete) | |||
[[Category:AI]] | |||
[[Category:Entities]] | |||
Revision as of 11:09, 4 July 2005
ai_goal_lead_weapon
AI Goal Lead (Weapon). A version of the ai_goal_lead entity that requires the player to have the specified weapon before the Actor(s) will lead the player to their target.
Keys
Name targetname <target_source> The name that other entities refer to this entity by.
Actor(s) to affect actor <target_name_or_class>
Target Entity goal <string>
Point to wait at if the target's not visible. WaitPointName <target_destination>
Wait until player gets this close. WaitDistance <float>
Lead Distance. LeadDistance <float> The player is considered to be lagging if he's beyond this distance.
Run instead of Walk Run <choices>
Retrieve player? Retrieve <choices>
Attract player concept modifier AttractPlayerConceptModifier <string>
Player wait over concept modifier WaitOverConceptModifier <string>
Arrival concept modifier ArrivalConceptModifier <string>
Post-arrival concepts modifier PostArrivalConceptModifier <string>
Success concept modifier SuccessConceptModifier <string>
Failure concept modifier FailureConceptModifier <string>
spawnflags spawnflags <flags>
Weapon WeaponName <choices>
Missing weapon concept modifier MissingWeaponConceptModifier <string>
Search Type SearchType <choices> How to search for the entities using the targetname.
Inputs
Kill Removes this entity from the world.
KillHierarchy Removes this entity and all its children from the world.
AddOutput <string> Adds an entity I/O connection to this entity. Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>. Very dangerous, use with care.
FireUser1 Causes this entity's OnUser1 output to be fired.
FireUser2 Causes this entity's OnUser2 output to be fired.
FireUser3 Causes this entity's OnUser3 output to be fired.
FireUser4 Causes this entity's OnUser4 output to be fired.
Activate Begin the leading behavior
Deactivate Stop the leading behavior
SetSuccess Notify success of leading
SetFailure Notify failure of leading
Outputs
OnUser1 Fired in response to FireUser1 input.
OnUser2 Fired in response to FireUser2 input.
OnUser3 Fired in response to FireUser3 input.
OnUser4 Fired in response to FireUser4 input.
OnArrival Fires when NPC reaches the lead point
OnArrivalDone Fires when NPC has played out any arrival speech
OnSuccess Fires when NPC achieves the goal
OnFailure Fires when NPC fails to achieves the goal
OnDone Fires when NPC completes behavior (any post-success or fail acting is complete)