Ai relationship: Difference between revisions
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Note:While
Warning:The "Target" and "Subject" field allow for Classname and Targetname. If you were to use Npc_* in either field, ever single npc will be affected, because it goes by classname as well.
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It sets a relationship type between two parties. These parties can be an [[NPC]], an NPC class, or the player(s). Any object descending from {{ent|CBaseCombatCharacter}} can have relationships, most notably NPCs and players. | It sets a relationship type between two parties. These parties can be an [[NPC]], an NPC class, or the player(s). Any object descending from {{ent|CBaseCombatCharacter}} can have relationships, most notably NPCs and players. | ||
{{note|While <code>ai_relationship</code> does not exist in {{hls|1.bold}}, the <code>SetRelationship</code> [[input]] does work.}} | {{note|While <code>ai_relationship</code> does not exist in {{hls|1.bold}}, the <code>SetRelationship</code> [[input]] does work.}} | ||
{{warning|The "Target" and "Subject" field allow for Classname ''and'' Targetname. If you were to use Npc_* in either field, ever single npc will be affected, because it goes by classname as well.}} | |||
Dispositions:<!--This order matches the enum in code, although D_ER has been moved to the bottom--> | Dispositions:<!--This order matches the enum in code, although D_ER has been moved to the bottom--> |
Revision as of 13:34, 31 January 2025
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CAI_Relationship |
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ai_relationship
is a point entity available in all Source games except
.
It sets a relationship type between two parties. These parties can be an NPC, an NPC class, or the player(s). Any object descending from CBaseCombatCharacter can have relationships, most notably NPCs and players.

ai_relationship
does not exist in Half-Life: Source, the SetRelationship
input does work.
Dispositions:
Name | Description |
---|---|
Hate (D_HT) | Considers the target an enemy. Most NPCs will attack if possible, although NPCs that cannot attack may flee instead. |
Fear (D_FR) | Tries to avoid/flee from the target. Behavior varies across NPCs. Most NPCs will just run to cover out of the target's sight while NPCs with ranged weapons may run away while shooting at the feared enemy. ![]()
|
Like (D_LI) | Considers the target a friend. NPCs will never intentionally attack these targets and NPCs with bits_CAP_FRIENDLY_DMG_IMMUNE (e.g. citizens) will not take any damage from NPCs or players that have this disposition towards them. ![]() bits_CAP_FRIENDLY_DMG_IMMUNE . If a citizen friendly to the player (citizen D_LI to the player) is attacked by a player that doesn't consider them friendly (player not D_LI to the citizen), they will take damage and may not retaliate without additional programming.![]() bits_CAP_FRIENDLY_DMG_IMMUNE can be added to a NPC with AddCapabilities and is usually appended in an NPC's Spawn() function, although it can be toggled at any time. |
Neutral (D_NU) | Considers a target neutral. NPCs usually won't consider these targets at all, or at least not care about them as enemies or as allies. This is used for fauna like crows. ![]() npc_citizen neutral to the player (but not the other way around) is used to prevent them from joining the player's squad. |
Error (D_ER) | This "error" disposition is used internally to determine if something went wrong in a relationship. Should not be used. NPC behavior mostly equivalent to neutral.[confirm] |
Flags
- Notify subject of target's location : [1]
- Notify target of subject's location : [2]
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Subject(s) (subject) <target_name_or_class>
- The targetname or classname of the NPCs whose disposition will change.
- Target(s) (target) <target_name_or_class>
- The targetname or class name of the NPCs about whom the subject(s) will change their disposition towards.
Tip:Use
!player
for the player.
- Disposition (disposition) <choices>
- The way the subject(s) should feel about the target(s)
- Hate
- Fear
- Like
- Neutral
- Radius for subject (radius) <float>
- Only NPCs within this distance of the entity will have their dispositions changed.
- Disposition Priority (rank) <integer>
- How much the subject(s) should Like/Hate/Fear the target(s). Higher priority = stronger feeling.
- Start Active (StartActive) <boolean>
- Apply this relationship as soon as the entity spawns?
- Reciprocal (Reciprocal) <boolean>
- Make the new disposition apply to the targets as well as the subjects.
Inputs
- ApplyRelationship
- Applies relationship changes. This will change all subject entities' relationships to all target entities.
Note:Once you fire
ApplyRelationship
, the entity is on until you send aRevertRelationship
orRevertToDefaultRelationship
input. During the time any entities that spawn who match the subject or target names will be affected.Warning:Unpredictable results may occur when two ai_relationship entities refer to the same set or subset of target or subject entities. This situation should be avoided.
- RevertRelationship
- Reverts relationship changes to what the relationship of the first one was at the time the
ApplyRelationship
input was called (or when this ai_relationship was spawned if Start Active is set).
- RevertToDefaultRelationship
- Reverts relationship changes to the entities' default relationships, completely returning control of affected relationships to the code.