Ai goal lead: Difference between revisions

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{{wrongtitle|title=ai_goal_lead}}
{{wrongtitle|title=ai_goal_lead}}


==ai_goal_lead==
==Entity Description==
'''Entity Name:''' ai_goal_lead


AI Goal Lead
AI Goal Lead


==Keys==
==Entity Values==
===Keys===


'''Name''' targetname <target_source> The name that other entities refer to this entity by.
* '''Name''' ''targetname <target_source>''
: The name that other entities refer to this entity by.


'''Actor(s) to affect''' actor <target_name_or_class>  
* '''Actor(s) to affect''' ''actor <target_name_or_class>''
* '''Target Entity''' ''goal <string>''
* '''Point to wait at if the target's not visible.''' ''WaitPointName <target_destination>''
* '''Wait until player gets this close.''' ''WaitDistance <float>''
* '''Lead Distance.''' ''LeadDistance <float>''
: The player is considered to be lagging if he's beyond this distance.


'''Target Entity''' goal <string>  
* '''Run instead of Walk''' ''Run <choices>''
* '''Retrieve player?''' ''Retrieve <choices>''
* '''Attract player concept modifier''' ''AttractPlayerConceptModifier <string>''
* '''Player wait over concept modifier''' ''WaitOverConceptModifier <string>''
* '''Arrival concept modifier''' ''ArrivalConceptModifier <string>''
* '''Post-arrival concepts modifier''' ''PostArrivalConceptModifier <string>''
* '''Success concept modifier''' ''SuccessConceptModifier <string>''
* '''Failure concept modifier''' ''FailureConceptModifier <string>''
* '''spawnflags''' ''spawnflags <flags>''
* '''Search Type''' ''SearchType <choices>''
: How to search for the entities using the targetname.


'''Point to wait at if the target's not visible.''' WaitPointName <target_destination>
===Inputs===


'''Wait until player gets this close.''' WaitDistance <float>
* '''Kill'''
: Removes this entity from the world.


'''Lead Distance.''' LeadDistance <float> The player is considered to be lagging if he's beyond this distance.
* '''KillHierarchy'''
: Removes this entity and all its children from the world.


'''Run instead of Walk''' Run <choices>  
* '''AddOutput <string>'''
: Adds an entity I/O connection to this entity. Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>. Very dangerous, use with care.


'''Retrieve player?''' Retrieve <choices>
* '''FireUser1'''
: Causes this entity's OnUser1 output to be fired.


'''Attract player concept modifier''' AttractPlayerConceptModifier <string>
* '''FireUser2'''
: Causes this entity's OnUser2 output to be fired.


'''Player wait over concept modifier''' WaitOverConceptModifier <string>
* '''FireUser3'''
: Causes this entity's OnUser3 output to be fired.


'''Arrival concept modifier''' ArrivalConceptModifier <string>
* '''FireUser4'''
: Causes this entity's OnUser4 output to be fired.


'''Post-arrival concepts modifier''' PostArrivalConceptModifier <string>
* '''Activate'''  
: Begin the leading behavior


'''Success concept modifier''' SuccessConceptModifier <string>
* '''Deactivate'''  
: Stop the leading behavior


'''Failure concept modifier''' FailureConceptModifier <string>
* '''SetSuccess'''  
: Notify success of leading


'''spawnflags''' spawnflags <flags>
* '''SetFailure'''
: Notify failure of leading


'''Search Type''' SearchType <choices> How to search for the entities using the targetname.
===Outputs===


==Inputs==
* '''OnUser1'''
: Fired in response to FireUser1 input.


'''Kill''' Removes this entity from the world.
* '''OnUser2'''
: Fired in response to FireUser2 input.


'''KillHierarchy''' Removes this entity and all its children from the world.
* '''OnUser3'''
: Fired in response to FireUser3 input.


'''AddOutput <string>''' Adds an entity I/O connection to this entity. Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>. Very dangerous, use with care.
* '''OnUser4'''
: Fired in response to FireUser4 input.


'''FireUser1''' Causes this entity's OnUser1 output to be fired.
* '''OnArrival'''  
: Fires when NPC reaches the lead point


'''FireUser2''' Causes this entity's OnUser2 output to be fired.
* '''OnArrivalDone'''  
: Fires when NPC has played out any arrival speech


'''FireUser3''' Causes this entity's OnUser3 output to be fired.
* '''OnSuccess'''  
: Fires when NPC achieves the goal


'''FireUser4''' Causes this entity's OnUser4 output to be fired.
* '''OnFailure'''  
: Fires when NPC fails to achieves the goal


'''Activate''' Begin the leading behavior
* '''OnDone'''
 
: Fires when NPC completes behavior (any post-success or fail acting is complete)
'''Deactivate''' Stop the leading behavior
 
'''SetSuccess''' Notify success of leading
 
'''SetFailure''' Notify failure of leading
 
==Outputs==
 
'''OnUser1''' Fired in response to FireUser1 input.
 
'''OnUser2''' Fired in response to FireUser2 input.
 
'''OnUser3''' Fired in response to FireUser3 input.
 
'''OnUser4''' Fired in response to FireUser4 input.
 
'''OnArrival''' Fires when NPC reaches the lead point
 
'''OnArrivalDone''' Fires when NPC has played out any arrival speech
 
'''OnSuccess''' Fires when NPC achieves the goal
 
'''OnFailure''' Fires when NPC fails to achieves the goal
 
'''OnDone''' Fires when NPC completes behavior (any post-success or fail acting is complete)


[[Category:AI]]
[[Category:AI]]
[[Category:Entities]]
[[Category:Entities]]
[[Category:Level Design]]

Revision as of 08:34, 9 July 2005

Template:Wrongtitle

Entity Description

Entity Name: ai_goal_lead

AI Goal Lead

Entity Values

Keys

  • Name targetname <target_source>
The name that other entities refer to this entity by.
  • Actor(s) to affect actor <target_name_or_class>
  • Target Entity goal <string>
  • Point to wait at if the target's not visible. WaitPointName <target_destination>
  • Wait until player gets this close. WaitDistance <float>
  • Lead Distance. LeadDistance <float>
The player is considered to be lagging if he's beyond this distance.
  • Run instead of Walk Run <choices>
  • Retrieve player? Retrieve <choices>
  • Attract player concept modifier AttractPlayerConceptModifier <string>
  • Player wait over concept modifier WaitOverConceptModifier <string>
  • Arrival concept modifier ArrivalConceptModifier <string>
  • Post-arrival concepts modifier PostArrivalConceptModifier <string>
  • Success concept modifier SuccessConceptModifier <string>
  • Failure concept modifier FailureConceptModifier <string>
  • spawnflags spawnflags <flags>
  • Search Type SearchType <choices>
How to search for the entities using the targetname.

Inputs

  • Kill
Removes this entity from the world.
  • KillHierarchy
Removes this entity and all its children from the world.
  • AddOutput <string>
Adds an entity I/O connection to this entity. Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>. Very dangerous, use with care.
  • FireUser1
Causes this entity's OnUser1 output to be fired.
  • FireUser2
Causes this entity's OnUser2 output to be fired.
  • FireUser3
Causes this entity's OnUser3 output to be fired.
  • FireUser4
Causes this entity's OnUser4 output to be fired.
  • Activate
Begin the leading behavior
  • Deactivate
Stop the leading behavior
  • SetSuccess
Notify success of leading
  • SetFailure
Notify failure of leading

Outputs

  • OnUser1
Fired in response to FireUser1 input.
  • OnUser2
Fired in response to FireUser2 input.
  • OnUser3
Fired in response to FireUser3 input.
  • OnUser4
Fired in response to FireUser4 input.
  • OnArrival
Fires when NPC reaches the lead point
  • OnArrivalDone
Fires when NPC has played out any arrival speech
  • OnSuccess
Fires when NPC achieves the goal
  • OnFailure
Fires when NPC fails to achieves the goal
  • OnDone
Fires when NPC completes behavior (any post-success or fail acting is complete)