Ai goal lead weapon: Difference between revisions

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{{wrongtitle|title=ai_goal_lead_weapon}}
{{wrongtitle|title=ai_goal_lead_weapon}}


==ai_goal_lead_weapon==
 
==Entity Description==
'''Entity Name:''' ai_goal_lead_weapon


AI Goal Lead (Weapon). A version of the [[ai_goal_lead]] entity that requires the player to have the specified weapon before the Actor(s) will lead the player to their target.
AI Goal Lead (Weapon). A version of the [[ai_goal_lead]] entity that requires the player to have the specified weapon before the Actor(s) will lead the player to their target.


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


'''Weapon''' WeaponName <choices>  
* '''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.


'''Missing weapon concept modifier''' MissingWeaponConceptModifier <string>  
* '''Run instead of Walk''' ''Run <choices>''
* '''Retrieve player?''' ''Retrieve <choices>''
:


'''Search Type''' SearchType <choices> How to search for the entities using the targetname.
* '''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>''
* '''Weapon''' ''WeaponName <choices>''
* '''Missing weapon concept modifier''' ''MissingWeaponConceptModifier <string>''
* '''Search Type''' ''SearchType <choices>''
: How to search for the entities using the targetname.


==Inputs==
===Inputs===


'''Kill''' Removes this entity from the world.
* '''Kill'''
: Removes this entity from the world.


'''KillHierarchy''' Removes this entity and all its children 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.
* '''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.
* '''FireUser1'''
: Causes this entity's OnUser1 output to be fired.


'''FireUser2''' Causes this entity's OnUser2 output to be fired.
* '''FireUser2'''
: Causes this entity's OnUser2 output to be fired.


'''FireUser3''' Causes this entity's OnUser3 output to be fired.
* '''FireUser3'''
: Causes this entity's OnUser3 output to be fired.


'''FireUser4''' Causes this entity's OnUser4 output to be fired.
* '''FireUser4'''
: Causes this entity's OnUser4 output to be fired.


'''Activate''' Begin the leading behavior
* '''Activate'''
: Begin the leading behavior


'''Deactivate''' Stop the leading behavior
* '''Deactivate'''
: Stop the leading behavior


'''SetSuccess''' Notify success of leading
* '''SetSuccess'''
: Notify success of leading


'''SetFailure''' Notify failure of leading
* '''SetFailure'''
: Notify failure of leading


==Outputs==
===Outputs===


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


'''OnUser2''' Fired in response to FireUser2 input.
* '''OnUser2'''
: Fired in response to FireUser2 input.


'''OnUser3''' Fired in response to FireUser3 input.
* '''OnUser3'''
: Fired in response to FireUser3 input.


'''OnUser4''' Fired in response to FireUser4 input.
* '''OnUser4'''
: Fired in response to FireUser4 input.


'''OnArrival''' Fires when NPC reaches the lead point
* '''OnArrival'''
: Fires when NPC reaches the lead point


'''OnArrivalDone''' Fires when NPC has played out any arrival speech
* '''OnArrivalDone'''
: Fires when NPC has played out any arrival speech


'''OnSuccess''' Fires when NPC achieves the goal
* '''OnSuccess'''
: Fires when NPC achieves the goal


'''OnFailure''' Fires when NPC fails to 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)
* '''OnDone'''
: Fires when NPC completes behavior (any post-success or fail acting is complete)


[[Category:AI]]
[[Category:AI]]
[[Category:Entities]]
[[Category:Entities]]

Revision as of 08:52, 9 July 2005

Template:Wrongtitle


Entity Description

Entity Name: ai_goal_lead_weapon

AI Goal Lead (Weapon). A version of the ai_goal_lead entity that requires the player to have the specified weapon before the Actor(s) will lead the player to their target.

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>
  • Weapon WeaponName <choices>
  • Missing weapon concept modifier MissingWeaponConceptModifier <string>
  • 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)