Ai goal lead weapon: Difference between revisions

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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.


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


* '''Name''' ''targetname <target_source>''
* [[LeadGoalBase]]
: The name that other entities refer to this entity by.
* '''Weapon (WeaponName)'''
:<choices> Weapon Name
:*weapon_bugbait
:*Weapon_smg1
:*weapon_ar2
* '''MissingWeaponConceptModifier'''
:<string> Missing weapon concept modifier
* '''SearchType'''
:<string> How to search for the entities using the targetname.
:*Entity name
:*Classname
:How to search for the entities using the targetname.


* '''Actor(s) to affect''' ''actor <target_name_or_class>''
==Inputs==
* '''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>''
* [[LeadGoalBase]]
* '''Retrieve player?''' ''Retrieve <choices>''
:


* '''Attract player concept modifier''' ''AttractPlayerConceptModifier <string>''
==Outputs==
* '''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===
* [[LeadGoalBase]]
 
* '''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)


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

Revision as of 16:44, 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.

Keyvalues

<choices> Weapon Name
  • weapon_bugbait
  • Weapon_smg1
  • weapon_ar2
  • MissingWeaponConceptModifier
<string> Missing weapon concept modifier
  • SearchType
<string> How to search for the entities using the targetname.
  • Entity name
  • Classname
How to search for the entities using the targetname.

Inputs

Outputs