Ai goal lead: Difference between revisions
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== Flags == | == Flags == | ||
*{{ | *{{Fl LeadGoalBase}} | ||
== Inputs == | == Inputs == |
Revision as of 19:23, 19 January 2009
Entity description
When activated by a trigger, makes an NPC attempt to lead the player to a target. Optionally, a point can be set for the NPC to wait for the player before beginning to lead the player.
For examples of its use, see the Half-Life 2 maps:
- d1_town_02
- d1_town_02a
- d2_coast_03
- d2_coast_10
- d2_coast_11
- d2_prison_06
- d2_prison_07
- d3_c17_09
- d3_c17_10b
For more examples of its use, see the Half-Life 2: Lost Coast map: d2_lostcoast
See also: Vmex for decompiling maps.
The ConceptModifier keyvalues do not appear to be utilized by any of the maps above, but appear to provide some level of access to the NPC Response System.
Keyvalues
- Template:Kv leadgoalbase
- SearchType
- <choices> How to search for the entities using the actor.
Literal Value Description 0 Entity name 1 Classname
Flags
- AI_LeadGoal:
- 1: No def success
- 2: No def failure
- 4: Use goal facing
Todo: Clarify what these do?