Assault assaultpoint: Difference between revisions

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(Added limitations and bugs from the Assaults page.)
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==Entity Description==
==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.
[[Image:{{PAGENAME}}.png|left]]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.}}
{{note|Assaultpoints only affect the journey ''to'' them, not ''from'' them.}}{{clr}}


===Limitations and bugs===
===Limitations and bugs===
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* {{Warning|Specifying an [[assault_rallypoint]] in the ''nextassaultpoint'' keyvalue will crash the game.}}
* {{Warning|Specifying an [[assault_rallypoint]] in the ''nextassaultpoint'' keyvalue will crash the game.}}


==Keyvalues==
==Keyvalues==

Revision as of 17:29, 11 April 2006

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Entity Description

Assault assaultpoint.png

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.pngNote:Assaultpoints only affect the journey to them, not from them.

Limitations and bugs

  • When moving to an assault point partway through a chain, the NPC will go to the standing posture for a moment before continuing. This looks unnatural.
  • NPCs will always turn to face in the direction the entity is set to when arriving at an assault point. This might again look unnatural in some cases.
  • NPCs must stand directly on an assaultpoint to clear it without timeout if the clearoncontact keyvalue is not set and triggered. This can result in illogical backtracking and means that groups of NPCs moving together will each need their own assaultpoint to maintain the illusion.
  • Warning.pngWarning:Specifying an assault_rallypoint in the nextassaultpoint keyvalue will crash the game.

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

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.

See Also