Ai relationship: Difference between revisions

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m (clarified that target can be player as well as NPC)
m (ep1 add)
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* '''Reciprocal'''
* '''Reciprocal'''
: {{boolean}} Set this to have the new relationship mirrored by target
: {{boolean}} Set this to have the new relationship mirrored by target
==Flags==
* {{ep1 add|1 : Notify subject of target's location}}
* {{ep1 add|2 : Notify target of subject's location}}


==Inputs==
==Inputs==
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* '''RevertRelationship'''
* '''RevertRelationship'''
:Revert relationship changes
:Revert relationship changes
* '''{{ep1 add|RevertToDefaultRelationship}}'''
: Revert relationship changes to the default relationship, which may have changed since this ai_relationship was applied. This returns control of the entity relationship to the code.


==Outputs==
==Outputs==

Revision as of 11:24, 6 August 2006

Template:Wrongtitle

Entity Description

Ai relationship.png

Sets a relationship type between two parties. These parties can be an NPC, an NPC class, or the player(s). There are four types of relation: Neutral, hate, like and fear. Certain NPC classes will react differently when in these states.

Todo: Do some more behavioral research on NPC(s) and post your observations below.

Neutral

Will not attack. Rebels avoid excusingly, and can not be commanded.

Hate

Considers the target an enemy/enemies and will attack.

Like

Will not attack the target. Rebels follow automatically, and can be commanded. The player will lower his gun until the target shows signs of hostility (but can still shoot the target before this).

Fear

Avoids the target. Headcrabs runs away without attacking. Metropolice attacks. Rebels avoids without attacking, and can not be commanded.

Note.pngNote:The relationship can refer to the player as !player (singleplayer) or any client as player (singleplayer or multiplayer).

Keyvalues

<target_name_or_class> This is the NPC(s) whose disposition will change.
  • target
<target_name_or_class> This is the NPC(s) ( or !player or player ) about whom the Subject(s) will change their disposition.
  • disposition
<choices> Choose the way the Subject(s) should feel about the target(s)
Literal Value Description
1 Hate
2 Fear
3 Like
4 Neutral
  • radius
<float> Radius for subject
  • rank
<integer> How much the Subject(s) should Like/Hate/Fear the target(s). Higher priority = stronger feeling.
  • StartActive
<boolean>
  • Reciprocal
<boolean> Set this to have the new relationship mirrored by target

Flags

Inputs

  • ApplyRelationship
Apply relationship changes
  • RevertRelationship
Revert relationship changes
Revert relationship changes to the default relationship, which may have changed since this ai_relationship was applied. This returns control of the entity relationship to the code.

Outputs

See also