Ai goal follow: Difference between revisions
Jump to navigation
Jump to search
Cargo Cult (talk | contribs) (Formatting. Last one, promise!) |
TomEdwards (talk | contribs) (Now a proper article) |
||
Line 1: | Line 1: | ||
Makes the target NPCs follow another object or the player at a configurable distance. | |||
==Keyvalues== | |||
* '''Actor(s) to affect:''' the name of the NPCs that will be following. | |||
== | * '''Target Entity:''' the name of the entity that the NPCs should follow. | ||
** If this value is blank, NPCs will follow the player if they are friendly towards him | |||
* '''Search Type:''' is '''Actor(s) to affect''' the NPC name or class? | |||
* '''Maximum state:''' The maximum state for NPCs to continue following. If this value is set to '''idle''' for instance, '''alert''' NPCs will ignore the goal. | |||
'''Actor(s) to affect''' | * '''Formation:''' how close to the target the NPCs should follow. | ||
'''Target Entity''' | |||
'''Search Type''' | |||
''' | |||
''' | |||
'''Formation''' | |||
==Inputs== | ==Inputs== | ||
* '''Activate/Deactivate:''' begin or end the following behaviour | |||
==Limitations and bugs== | |||
* NPCs do not intelligently follow their target. They will instead walk or run depending on distance directly towards it. | |||
* If NPCs are following another NPC and that NPC needs to get past them, they will not move out of the way and the leading NPC will eventually give up. | |||
* Keyvalues cannot be changed once the map has been compiled. | |||
[[Category:AI]] | [[Category:AI]] | ||
[[Category:Entities]] | [[Category:Entities]] |
Revision as of 06:51, 5 July 2005
Makes the target NPCs follow another object or the player at a configurable distance.
Keyvalues
- Actor(s) to affect: the name of the NPCs that will be following.
- Target Entity: the name of the entity that the NPCs should follow.
- If this value is blank, NPCs will follow the player if they are friendly towards him
- Search Type: is Actor(s) to affect the NPC name or class?
- Maximum state: The maximum state for NPCs to continue following. If this value is set to idle for instance, alert NPCs will ignore the goal.
- Formation: how close to the target the NPCs should follow.
Inputs
- Activate/Deactivate: begin or end the following behaviour
Limitations and bugs
- NPCs do not intelligently follow their target. They will instead walk or run depending on distance directly towards it.
- If NPCs are following another NPC and that NPC needs to get past them, they will not move out of the way and the leading NPC will eventually give up.
- Keyvalues cannot be changed once the map has been compiled.