Assault rallypoint: Difference between revisions
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==Entity Description== | ==Entity Description== | ||
Specifies a point used to rally | [[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''' | ||
: < | : <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''' | ||
: < | : <target_destination> Assault Point - The first [[assault_assaultpoint]] in the chain to move to as the assault begins. | ||
* '''assaultdelay''' | * '''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''' | * '''rallysequence''' | ||
: < | : <string> Rally Sequence - Set a specific animation sequence for NPCs waiting to begin the assault, overriding the wait activity of the NPC. | ||
<!--This entity doesn't have any flags.--> | <!--This entity doesn't have any flags.--> | ||
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==Outputs== | ==Outputs== | ||
* {{o targetname}} | |||
* '''OnArrival''' | * '''OnArrival''' | ||
: Fires when the NPC arrives. | : Fires when the NPC arrives. | ||
==See Also== | ==See Also== |
Revision as of 17:31, 11 April 2006
Entity Description
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
- Template:Kv angles
- priority
- <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.
- Template:Kv targetname
- Template:Kv parentname
- assaultpoint
- <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
- Template:O targetname
- OnArrival
- Fires when the NPC arrives.