Ai goal follow: Difference between revisions
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{{wrongtitle|title=ai_goal_follow}} | {{wrongtitle|title=ai_goal_follow}} | ||
==Entity Description== | |||
'''Entity Name:''' ai_goal_follow | |||
Makes the target NPCs follow another object or the player at a configurable distance. | Makes the target NPCs follow another object or the player at a configurable distance. | ||
==Keyvalues== | ==Keyvalues== | ||
* | * {{kv targetname}} | ||
* '''actor''' | * '''actor''' | ||
* <target_name_or_class> The name of the NPCs that will be following. | * <target_name_or_class> The name of the NPCs that will be following. | ||
Line 28: | Line 30: | ||
==Inputs== | ==Inputs== | ||
* | * {{i targetname}} | ||
* '''Activate''' | * '''Activate''' | ||
: Begin the follow behavior | : Begin the follow behavior | ||
Line 35: | Line 37: | ||
==Outputs== | ==Outputs== | ||
* | * {{o targetname}} | ||
==Limitations and bugs== | ==Limitations and bugs== |
Revision as of 21:08, 9 July 2005
Entity Description
Entity Name: ai_goal_follow
Makes the target NPCs follow another object or the player at a configurable distance.
Keyvalues
- Template:Kv targetname
- actor
- <target_name_or_class> The name of the NPCs that will be following.
- goal
- <string> 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
- SearchType
- <choices>
- Entity Name
- Classname
- StartActive
- <boolean>
- MaximumState
- <choices> The maximum state for NPCs to continue following.
- Idle
- Alert
- Combat
- Formation
- <choices> How close to the target the NPCs should follow.
- Close circle
- Wide circle
- Medium circle
Inputs
- Template:I targetname
- Activate
- Begin the follow behavior
- Deactivate
- Cease the following behaviour
Outputs
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.