Ai goal follow: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(Now a proper article)
m (This is apart of level design)
Line 19: Line 19:
[[Category:AI]]
[[Category:AI]]
[[Category:Entities]]
[[Category:Entities]]
[[Category:Level Design]]

Revision as of 14:42, 6 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.