Assault assaultpoint: Difference between revisions

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==Entity Description==
==Entity Description==
[[Image:{{PAGENAME}}.png|left]]The body of an assault chain. Specifies where the assault should go once it has begun. There can be any number of ''assault_assaultpoint'' entities in each chain.
[[Image:{{PAGENAME}}.png|left]]The body of an [[assault]] chain. Specifies where the assault should go once it has begun. There can be any number of ''assault_assaultpoint'' entities in each chain.


{{note|Assaultpoints only affect the journey ''to'' them, not ''from'' them.}}{{clr}}
{{note|Assaultpoints only affect the journey ''to'' them, not ''from'' them.}}{{clr}}


===Limitations and bugs===
===Limitations and bugs===
* When moving to an assault point partway through a chain, the NPC will go to the standing posture for a moment before continuing. This looks unnatural.
* When moving to an assault point partway through a chain, the [[NPC]] will go to the standing posture for a moment before continuing. This looks unnatural.


* NPCs will always turn to face in the direction the entity is set to when arriving at an assault point. This might again look unnatural in some cases.
* NPCs will always turn to face in the direction the entity is set to when arriving at an assault point. This might again look unnatural in some cases.

Revision as of 00:35, 22 September 2010

Template:Wrongtitle

Entity Description

Assault assaultpoint.png

The body of an assault chain. Specifies where the assault should go once it has begun. There can be any number of assault_assaultpoint entities in each chain.

Note.pngNote:Assaultpoints only affect the journey to them, not from them.

Limitations and bugs

  • When moving to an assault point partway through a chain, the NPC will go to the standing posture for a moment before continuing. This looks unnatural.
  • NPCs will always turn to face in the direction the entity is set to when arriving at an assault point. This might again look unnatural in some cases.
  • NPCs must stand directly on an assaultpoint to clear it without timeout if the clearoncontact keyvalue is not set and triggered. This can result in illogical backtracking and means that groups of NPCs moving together will each need their own assaultpoint to maintain the illusion.
  • Warning.pngWarning:Specifying an assault_rallypoint in the nextassaultpoint keyvalue will crash the game.

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Parentname:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
Pitch Yaw Roll (Y Z X) (angles) <QAngle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
  • assaultgroup
<string> Assault Hint Group - Constrain the movement of the NPC(s) participating in the assault to this hint group once assault has begun.
  • nextassaultpoint
<target_destination> Next assault point (optional)
  • assaulttimeout
<float> Assault time out - This point is cleared when no enemies are seen for this long (specified in seconds). The NPC(s) at this assaultpoint will scout for enemies this long before moving on.
  • clearoncontact
<boolean> Clear on contact with enemies - If the assault meets enemies on its way to this point, it will consider the assault point cleared and target the next assault point in the chain.
  • allowdiversion
<boolean> Allow diversion - If the assault comes into contact with hostiles on the way to this assault point, divert to kill them and resume once the area appears clear.
- If it set to Yes, NPCs will chase any hostiles until they are dead or out of sight for the period set in the assaulttimeout (Assault time out) keyvalue.
- If this is set to No, assaulting NPCs will run non-stop to the next point, attacking enemies they can see but not chasing them.
  • nevertimeout
<boolean> Never Timeout - If set, the assault never ends for NPCs assaulting this point. Useful for forcing NPCs back to a point.
  • allowdiversionradius (in all games since Half-Life 2: Episode One)
<float> If allowdiversion is set, NPC will only divert from assault to attack an enemy that is within this distance of the assault point. 0 = No limit.
  • strict (in all games since Half-Life 2: Episode One)
<boolean> If set, NPCs may not move to attack.
  • 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.

Flags

  • 1 : Clear this point upon arrival, UNCONDITIONALLY
Move on to the next point once reaching this one, regardless of any other influences.

Inputs

Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <stringRedirectInput/string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
  • SetClearOnContact
Sets the clearoncontact (Clear on Contact with enemies) keyvalue. Accepts 1/0 or Yes/No as parameters.
  • SetAllowDiversion
Sets the allowdiversion (Allow Diversion) keyvalue. Accepts 1/0 or Yes/No as parameters.
  • SetForceClear <boolean> (in all games since Half-Life 2: Episode One)
Set the Force Clear flag. NPCs who are currently running to the assault point will Clear it immediately. NPCs who acquire it in the future will Clear it automatically.

Outputs

  • OnArrival
Fires when a NPC arrives. (!activator is the NPC)
  • OnAssaultClear
Fires when the point is cleared.

See Also