Assault rallypoint: Difference between revisions

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m (→‎Keyvalues: ep1 add)
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* '''rallysequence'''
* '''rallysequence'''
: <string> Rally Sequence - Set a specific animation sequence for NPCs waiting to begin the assault, overriding the wait activity of the NPC.
: <string> Rally Sequence - Set a specific animation sequence for NPCs waiting to begin the assault, overriding the wait activity of the NPC.
* '''{{ep1 add|forcecrouch}}'''
* '''{{EP1 add|forcecrouch}}'''
: {{boolean}} NPCs using this assault point are forced into crouching while holding it.
: {{boolean}} NPCs using this assault point are forced into crouching while holding it.
* '''{{ep1 add|urgent}}'''
* '''{{EP1 add|urgent}}'''
: {{boolean}} If set, NPCs will consider movement to this rally point as Urgent Navigation.
: {{boolean}} If set, NPCs will consider movement to this rally point as Urgent Navigation.
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Revision as of 19:18, 19 January 2009

Template:Wrongtitle

Entity Description

Assault rallypoint.png

Specifies a point used to rally NPCs for assault behaviour. Used with either an ai_goal_assault or the Assault input. All assaults begin at an assault_rallypoint. NPCs move to these points when cued for an assault, optionally waiting here, before commencing the assault by heading to an assault_assaultpoint.

Limitations and bugs

  • A rallypoint can only serve one NPC per assault. If multiple NPCs are required to assault at the same time, each needs their own rallypoint. There may be a solution to this but it is not yet documented. Use of wildcards can make the assignment of individual NPCs to individual rallypoints easier.
  • NPCs will always turn to face in the direction the entity is set to when arriving at a rally point. This is might look unnatural in some cases.

Keyvalues

<integer> Priority - How appealing the rallypoint will be. When an NPC receives the Assault input, it will select a suitable rallypoint from those available to it, prefering the one with the highest priority value.
<target_destination> Assault Point - The first assault_assaultpoint in the chain to move to as the assault begins.
  • assaultdelay
<float> Assault Delay - The amount of time to wait here once the assault cue has been given, before moving to the first assault_assaultpoint.
  • rallysequence
<string> Rally Sequence - Set a specific animation sequence for NPCs waiting to begin the assault, overriding the wait activity of the NPC.
  • forcecrouch (in all games since Half-Life 2: Episode One)
<boolean> NPCs using this assault point are forced into crouching while holding it.
  • urgent (in all games since Half-Life 2: Episode One)
<boolean> If set, NPCs will consider movement to this rally point as Urgent Navigation.

Inputs

Outputs

Fires when the NPC arrives. (!activator is the NPC)

See Also