Ai goal follow: Difference between revisions
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{{wrongtitle|title=ai_goal_follow}} | {{wrongtitle|title=ai_goal_follow}} | ||
==Entity Description== | ==Entity Description== | ||
[[Image:{{PAGENAME}}.png|left]]Makes the target | [[Image:{{PAGENAME}}.png|left]]Makes the target [[NPC]]s follow another object or the player at a configurable distance.{{clr}} | ||
===Limitations and bugs=== | ===Limitations and bugs=== |
Revision as of 00:03, 22 September 2010
Entity Description
Makes the target NPCs follow another object or the player at a configurable distance.
Limitations and bugs
- NPCs do not intelligently follow their target. They will instead walk or run depending on distance directly towards it.
- If NPCs are following another NPC and that NPC needs to get past them, they will not move out of the way and the leading NPC will eventually give up.
- Keyvalues cannot be changed once the map has been compiled.
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- actor
- <target_name_or_class> The name of the NPCs that will be following.
- goal
- <string> The name of the entity that the NPCs should follow.
- If this value is blank, NPCs will follow the player if they are friendly towards him
- SearchType
- <choices> How to search for the entities using the actor.
Literal Value Description 0 Entity name 1 Classname
- StartActive
- <boolean>
- MaximumState
- <choices> The maximum state for NPCs to continue following.
Literal Value Description 0 Idle 1 Alert 2 Combat
- Formation
- <choices> How close to the target the NPCs should follow.
Literal Value Description 0 Close circle 5 Medium Circle 1 Wide circle 6 (in all games since )
Sidekick (in all games since )
Inputs
- Activate
- Begin the follow behavior
- Deactivate
- Cease the following behavior