Ai goal assault: Difference between revisions

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m (→‎Keyvalues: typo)
m (→‎Keyvalues: ep1 add)
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* {{kv targetname}}
* {{kv targetname}}
* '''actor'''
* '''actor'''
: <?> Actor(s) to affect - NPCs that should perform this assault. This field supports wildcards, should they be needed.
: <target_name_or_class> Actor(s) to affect - NPCs that should perform this assault. This field supports wildcards, should they be needed.
{{note|Each NPC needs its own rally point, so if you use wildcards for this field, you should also use wildcards for the '''rallypoint'''.}}
{{note|Each NPC needs its own rally point, so if you use wildcards for this field, you should also use wildcards for the '''rallypoint'''.}}
* '''rallypoint'''
* '''rallypoint'''
: <?> Rally Point Set -  The name of the [[assault_rallypoint]](s) at which this assault will begin. This field can also support wildcards, so that you can enter the root name of all rally points for this assault followed by an asterisk '*', to match all with the same root.
: <target_destination> Rally Point Set -  The name of the [[assault_rallypoint]](s) at which this assault will begin. This field can also support wildcards, so that you can enter the root name of all rally points for this assault followed by an asterisk '*', to match all with the same root.
* '''SearchType'''
* '''SearchType'''
: <choices> Search Type - How to search for the entities using the name specified in the ''actorname'' keyvalue. The ''Entity Name'' choice will make the engine search for a ''targetname'' of an entity, while the ''Classname'' choice will make it search for the name of an entity class (like ''npc_headcrab'').
: <choices> Search Type - How to search for the entities using the name specified in the ''actorname'' keyvalue. The ''Entity Name'' choice will make the engine search for a ''targetname'' of an entity, while the ''Classname'' choice will make it search for the name of an entity class (like ''npc_headcrab'').
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|}
|}
* '''StartActive'''
* '''StartActive'''
: <[[Wikipedia:boolean_datatype|boolean]]> Start Active - Should this goal be active when the map begins?
: {{boolean}} Start Active - Should this goal be active when the map begins?
* '''AssaultCue'''
* '''AssaultCue'''
: <choices> Assault Cue - Chooses when the goal is going to be set after this entity has been activated.
: <choices> Assault Cue - Chooses when the goal is going to be set after this entity has been activated.
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|-
|-
| 3 || Don't wait for a cue. ||Immediately after being activated.
| 3 || Don't wait for a cue. ||Immediately after being activated.
|}
* '''{{ep1 add|RallySelectMethod}}'''
: <choices> Rally Point Selection Method
:{|
! Literal Value || Description
|-
| 0 || Priority, Distance (default)
|-
| 1 || Random
|}
|}



Revision as of 11:34, 6 August 2006

Template:Wrongtitle

Entity Description

This entity specifies which NPCs are to carry out an assault, and triggers it when any conditions given are met. One goal can handle multiple rally points. Must be active to be able to be triggered.

Upon activation, the entity will round up all its actors (specified in its actors keyvalue), and instruct them to select their assault_rallypoint(s) and move to it/them. Upon arrival at the rally point(s), each actor then begins waiting for the assault cue (specified in the AssaultCue keyvalue), unless instructed Don't wait for a cue..

Upon the cue, it will then instruct all actors to begin moving on from their current rally point to the assault_assaultpoint specified by the rally point.

Keyvalues

<target_name_or_class> Actor(s) to affect - NPCs that should perform this assault. This field supports wildcards, should they be needed.
Note.pngNote:Each NPC needs its own rally point, so if you use wildcards for this field, you should also use wildcards for the rallypoint.
  • rallypoint
<target_destination> Rally Point Set - The name of the assault_rallypoint(s) at which this assault will begin. This field can also support wildcards, so that you can enter the root name of all rally points for this assault followed by an asterisk '*', to match all with the same root.
  • SearchType
<choices> Search Type - How to search for the entities using the name specified in the actorname keyvalue. The Entity Name choice will make the engine search for a targetname of an entity, while the Classname choice will make it search for the name of an entity class (like npc_headcrab).
Literal Value Description
0 Entity Name
1 Classname
  • StartActive
<boolean> Start Active - Should this goal be active when the map begins?
  • AssaultCue
<choices> Assault Cue - Chooses when the goal is going to be set after this entity has been activated.
Literal Value Description Cue...
1 Entity System Input After it has received a BeginAssault input through the I/O system.
2 Gunfire When the entity 'hears' gunfire.
3 Don't wait for a cue. Immediately after being activated.
<choices> Rally Point Selection Method
Literal Value Description
0 Priority, Distance (default)
1 Random


Inputs

If the entity is not yet active, this input will activate it.
  • Deactivate
Deactivates the assault. NPCs are released from the assault behaviour and control is relinquished back to the standard AI/other triggers, as desired by the level designer.
  • BeginAssault
If the entity is active and this entity's Assault Cue keyvalue is set to Entity System Input, begin the assault(s).

Outputs

See Also

  • Assaults - The assault system explained.