Relationships: Difference between revisions
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Relationships are what NPC characters use to know whether they should attack or not. | |||
the entity "ai_relationship" will adjust an NPC character's relations with the Player (referred to as ''!Player'' in Hammer)or another NPC character. | |||
The entity has a number of settings built in, these though are the important ones: | |||
Subject(s) - The NPC receiving the relationship change (''!Player'' will work also). | |||
Target(s) - The target the picked NPC will change relationships with (''!Player'' also works). | |||
Disposition - Type of relationship, Hate / Neutral / Like / Fear. | |||
Reciprocal - If true it will mirror the relationship to the Target, basically turning the Target's relationship with the Subject to whatever has been set. | |||
Other settings: | |||
Name - Essential if you plan to turn this on / off during game. | |||
Radius for Subject - ???? | |||
Start Active - Whether the relationship should start active or not. (default FALSE) | |||
By Rasirez. | |||
Revision as of 10:48, 6 October 2007
Relationships are what NPC characters use to know whether they should attack or not. the entity "ai_relationship" will adjust an NPC character's relations with the Player (referred to as !Player in Hammer)or another NPC character.
The entity has a number of settings built in, these though are the important ones: Subject(s) - The NPC receiving the relationship change (!Player will work also). Target(s) - The target the picked NPC will change relationships with (!Player also works). Disposition - Type of relationship, Hate / Neutral / Like / Fear. Reciprocal - If true it will mirror the relationship to the Target, basically turning the Target's relationship with the Subject to whatever has been set.
Other settings: Name - Essential if you plan to turn this on / off during game. Radius for Subject - ???? Start Active - Whether the relationship should start active or not. (default FALSE)
By Rasirez.