Assault rallypoint: Difference between revisions

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==Entity Description==
==Entity Description==
Specifies a point used to rally NPCs for [[Assaults|assault]] behaviour. Used with either an [[ai_goal_assault]] or the ''Assault'' input. All assaults begin at a rallypoint. NPCs move to these points when cued for an assault, optionally waiting here, before commencing the assault by heading to an [[assault_assaultpoint]].
[[Image:{{PAGENAME}}.png|left]]Specifies a point used to rally [[NPC]]s for [[Assaults|assault]] behaviour. Used with either an [[ai_goal_assault]] or the [[#Inputs|Assault input]]. All assaults begin at an '''assault_rallypoint'''. NPCs move to these points when cued for an assault, optionally waiting here, before commencing the assault by heading to an [[assault_assaultpoint]].{{clr}}


===Limitations and bugs===
===Limitations and bugs===
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* {{kv angles}}
* {{kv angles}}
* '''priority'''
* '''priority'''
: <?> Priority - How appealing the rallypoint will be. When an NPC receives the ''Assault'' input, it will select a suitable rallypoint from those available to it, prefering the one with the highest ''priority'' value.
: <integer> Priority - How appealing the rallypoint will be. When an NPC receives the ''Assault'' input, it will select a suitable rallypoint from those available to it, prefering the one with the highest ''priority'' value.
* {{kv targetname}}
* {{kv targetname}}
* {{kv parentname}}
* {{kv parentname}}
* '''assaultpoint'''
* '''assaultpoint'''
: <?> Assault Point - The first [[assault_assaultpoint]] in the chain to move to as the assault begins.
: <target_destination> Assault Point - The first [[assault_assaultpoint]] in the chain to move to as the assault begins.
* '''assaultdelay'''
* '''assaultdelay'''
: <?> Assault Delay - The amount of time to wait here once the assault cue has been given, before moving to the first [[assault_assaultpoint]].
: <float> Assault Delay - The amount of time to wait here once the assault cue has been given, before moving to the first [[assault_assaultpoint]].
* '''rallysequence'''
* '''rallysequence'''
: <?> Rally Sequence - Set a specific animation sequence for NPCs waiting to begin the assault, overriding the wait activity of the NPC.
: <string> Rally Sequence - Set a specific animation sequence for NPCs waiting to begin the assault, overriding the wait activity of the NPC.


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==Outputs==
==Outputs==
* {{o targetname}}
* '''OnArrival'''
* '''OnArrival'''
: Fires when the NPC arrives.
: Fires when the NPC arrives.
* {{o targetname}}


==See Also==
==See Also==

Revision as of 17:31, 11 April 2006

Template:Wrongtitle

Entity Description

Assault rallypoint.png

Specifies a point used to rally NPCs for assault behaviour. Used with either an ai_goal_assault or the Assault input. All assaults begin at an assault_rallypoint. NPCs move to these points when cued for an assault, optionally waiting here, before commencing the assault by heading to an assault_assaultpoint.

Limitations and bugs

  • A rallypoint can only serve one NPC per assault. If multiple NPCs are required to assault at the same time, each needs their own rallypoint. There may be a solution to this but it is not yet documented. Use of wildcards can make the assignment of individual NPCs to individual rallypoints easier.
  • NPCs will always turn to face in the direction the entity is set to when arriving at a rally point. This is might look unnatural in some cases.

Keyvalues

<integer> Priority - How appealing the rallypoint will be. When an NPC receives the Assault input, it will select a suitable rallypoint from those available to it, prefering the one with the highest priority value.
<target_destination> Assault Point - The first assault_assaultpoint in the chain to move to as the assault begins.
  • assaultdelay
<float> Assault Delay - The amount of time to wait here once the assault cue has been given, before moving to the first assault_assaultpoint.
  • rallysequence
<string> Rally Sequence - Set a specific animation sequence for NPCs waiting to begin the assault, overriding the wait activity of the NPC.

Inputs

Outputs

Fires when the NPC arrives.

See Also