Ai battle line: Difference between revisions

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m (WisdomBot moved page Ai battle line to Ai battle line/en: Moved to {{Multipage}} compliant page name. This action was perfomed by a bot under supervision.)
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{{CD|CAI_BattleLine|file1=ai_behavior_standoff.cpp}}
<!-- When this page is updated to {{langsp}} or {{langsp}} instead of , please move {{this is a}} to the base page, as it is automatically translated. -->[[File:Standoff diagram.png|frame|right]]
<!-- When this page is updated to {{langsp}} or {{langsp}} instead of , please move {{this is a}} to the base page, as it is automatically translated. -->[[File:Standoff diagram.png|frame|right]]
Battle lines are a part of the Standoff [[:Category:AI|AI]] schedule. They instruct [[NPC]]s to try and stay behind it to a configurable degree. See [[Standoffs]] for more information about the use of <code>ai_battle_line</code>.
Battle lines are a part of the Standoff [[:Category:AI|AI]] schedule. They instruct [[NPC]]s to try and stay behind it to a configurable degree. See [[Standoffs]] for more information about the use of <code>ai_battle_line</code>.
{{note|This entity is not present in {{l4d}}{{l4d2}}.}}
{{code class|CAI_BattleLine|ai_behavior_standoff.cpp}}


==ConVars/Commands==
==ConVars/Commands==
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==Flags==
==Flags==
*1: Use [[parent]]'s orientation
{{fl|1|Use [[parent]]'s orientation}}


==Keyvalues==
==Keyvalues==
{{KV|Actor (actor)|target_name_or_class|Actor(s) or squad to affect.}}
{{KV Targetname}}
{{KV|Active (Active)|bool|Self-explanatory.}}
{{KV|Actor|intn=actor|target_name_or_class|Actor(s) or squad to affect.}}
{{KV|Strict (Strict)|bool|If true, players will not be able to order their allies to ignore the battle line by commanding them with {{ent|impulse|50}} (bound to {{key|C}} by default).}}
{{KV|Active|intn=Active|bool|Self-explanatory.}}
{{KV BaseEntity|css=1}}
{{KV|Strict|intn=Strict|bool|If true, players will not be able to order their allies to ignore the battle line by commanding them with {{ent|impulse|50}} (bound to {{key|C}} by default).}}


==Inputs==
==Inputs==
{{IO|Activate|If the entity is not yet active, this input will activate it.}}
{{IO|Activate|If the entity is not yet active, this input will activate it.}}
{{IO|Deactivate|If the entity is not yet inactive, this input will turn it inactive.}}
{{IO|Deactivate|If the entity is not yet inactive, this input will turn it inactive.}}
{{I BaseEntity|prel4d=1}}
==Outputs==
{{O BaseEntity}}

Revision as of 17:45, 30 June 2024

English (en)Translate (Translate)
C++ Class hierarchy
CAI_BattleLine
CBaseEntity
C++ ai_behavior_standoff.cpp
Standoff diagram.png

Battle lines are a part of the Standoff AI schedule. They instruct NPCs to try and stay behind it to a configurable degree. See Standoffs for more information about the use of ai_battle_line.

ConVars/Commands

Cvar/Command Parameters or default value Descriptor Effect
ai_drawbattlelines 0 0 disables, 1 enables When NPCs move to new positions, show any ground considered to be gained or lost.

Flags

Use parent's orientation : [1]

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Actor (actor) <target_name_or_class>
Actor(s) or squad to affect.
Active (Active) <boolean>
Self-explanatory.
Strict (Strict) <boolean>
If true, players will not be able to order their allies to ignore the battle line by commanding them with impulse 50 (bound to C by default).

Inputs

Activate
If the entity is not yet active, this input will activate it.
Deactivate
If the entity is not yet inactive, this input will turn it inactive.