Template:KV LeadGoalBase: Difference between revisions

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m (ep1 add)
m (Robot: fixing template case.)
Line 27: Line 27:
* '''FailureConceptModifier'''
* '''FailureConceptModifier'''
: <string> Failure concept modifier
: <string> Failure concept modifier
* '''{{ep1 add|RetrieveDistance}}'''
* '''{{EP1 add|RetrieveDistance}}'''
: <float> The distance from the player that the NPC should return to when retrieving a lagging player. Must be between ('Lead Distance' + 24) and ('Lead Distance' * 4) to avoid the leader ping-ponging.
: <float> The distance from the player that the NPC should return to when retrieving a lagging player. Must be between ('Lead Distance' + 24) and ('Lead Distance' * 4) to avoid the leader ping-ponging.
* '''{{ep1 add|SuccessDistance}}'''
* '''{{EP1 add|SuccessDistance}}'''
: <float> The distance from the player (to the NPC) that the player must be within for the Lead to succeed, once the NPC has reached the goal. If set to 0, it'll use the lead distance instead (for legacy support).
: <float> The distance from the player (to the NPC) that the player must be within for the Lead to succeed, once the NPC has reached the goal. If set to 0, it'll use the lead distance instead (for legacy support).
* '''{{ep1 add|ComingBackWaitForSpeak}}'''
* '''{{EP1 add|ComingBackWaitForSpeak}}'''
: {{boolean}} Before Coming Back, Wait for speech?
: {{boolean}} Before Coming Back, Wait for speech?
* '''{{ep1 add|RetrieveWaitForSpeak}}'''
* '''{{EP1 add|RetrieveWaitForSpeak}}'''
: {{boolean}} On Retrieve, Wait for speech?
: {{boolean}} On Retrieve, Wait for speech?
* '''{{ep1 add|DontSpeakStart}}'''
* '''{{EP1 add|DontSpeakStart}}'''
: {{boolean}} Speak start greeting?
: {{boolean}} Speak start greeting?
* '''{{ep1 add|LeadDuringCombat}}'''
* '''{{EP1 add|LeadDuringCombat}}'''
: {{boolean}} Lead during combat?
: {{boolean}} Lead during combat?
* '''{{ep1 add|GagLeader}}'''
* '''{{EP1 add|GagLeader}}'''
: {{boolean}} Gag Leader?
: {{boolean}} Gag Leader?
* '''{{ep1 add|ComingBackConceptModifier}}'''
* '''{{EP1 add|ComingBackConceptModifier}}'''
: <string> Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_RETRIEVE' concept is spoken. Spoken as the NPC starts returning to the player to retrieve him.
: <string> Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_RETRIEVE' concept is spoken. Spoken as the NPC starts returning to the player to retrieve him.
* '''{{ep1 add|RetrieveConceptModifier}}'''
* '''{{EP1 add|RetrieveConceptModifier}}'''
: <string> Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_COMINGBACK' concept is spoken. Spoken when NPC has finally reached the player to retrieve him.
: <string> Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_COMINGBACK' concept is spoken. Spoken when NPC has finally reached the player to retrieve him.

Revision as of 19:18, 19 January 2009

Template:Kv targetname

<target_name_or_class> Actor(s) to affect
  • goal
<target_destination> Target Entity
  • WaitPointName
<target_destination> Point to wait at if the target's not visible.
  • WaitDistance
<float> Wait until player gets this close.
  • LeadDistance
<float> The player is considered to be lagging if he's beyond this distance.
  • Run
<boolean> Run instead of walk
  • Retrieve
<boolean> Retrieve player?
  • AttractPlayerConceptModifier
<string> Attract player concept modifier
  • WaitOverConceptModifier
<string> Player wait over concept modifier
  • ArrivalConceptModifier
<string> Arrival concept modifier
  • PostArrivalConceptModifier
<string> Post-arrival concept modifier
  • SuccessConceptModifier
<string> Success concept modifier
  • FailureConceptModifier
<string> Failure concept modifier
  • RetrieveDistance (in all games since Half-Life 2: Episode One)
<float> The distance from the player that the NPC should return to when retrieving a lagging player. Must be between ('Lead Distance' + 24) and ('Lead Distance' * 4) to avoid the leader ping-ponging.
  • SuccessDistance (in all games since Half-Life 2: Episode One)
<float> The distance from the player (to the NPC) that the player must be within for the Lead to succeed, once the NPC has reached the goal. If set to 0, it'll use the lead distance instead (for legacy support).
  • ComingBackWaitForSpeak (in all games since Half-Life 2: Episode One)
<boolean> Before Coming Back, Wait for speech?
  • RetrieveWaitForSpeak (in all games since Half-Life 2: Episode One)
<boolean> On Retrieve, Wait for speech?
  • DontSpeakStart (in all games since Half-Life 2: Episode One)
<boolean> Speak start greeting?
  • LeadDuringCombat (in all games since Half-Life 2: Episode One)
<boolean> Lead during combat?
  • GagLeader (in all games since Half-Life 2: Episode One)
<boolean> Gag Leader?
  • ComingBackConceptModifier (in all games since Half-Life 2: Episode One)
<string> Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_RETRIEVE' concept is spoken. Spoken as the NPC starts returning to the player to retrieve him.
  • RetrieveConceptModifier (in all games since Half-Life 2: Episode One)
<string> Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_COMINGBACK' concept is spoken. Spoken when NPC has finally reached the player to retrieve him.