Ai goal follow: Difference between revisions
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TomEdwards (talk | contribs) (Now a proper article) |
CrazyMonkey (talk | contribs) m (This is apart of level design) |
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[[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.