Ai goal lead: Difference between revisions

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m (Robot: fixing template case.)
m (Robot: fixing template case.)
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== Inputs ==
== Inputs ==
* {{i leadgoalbase}}
* {{I LeadGoalBase}}


== Outputs ==
== Outputs ==

Revision as of 19:30, 19 January 2009

Template:Wrongtitle

Entity description

Ai goal lead.png

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

<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?

Inputs

  • AI_LeadGoal:
SetSuccess
Notify success of leading. Not required, use only if the standard code for detecting success does not meet your needs or fails.
SetFailure
Notify failure of leading.
Note.pngNote:Not implemented.

Outputs