Template:KV LeadGoalBase: Difference between revisions
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{{KV Targetname}} | {{KV Targetname}} | ||
{{KV Parentname}} | |||
{{KV|Actor(s) to affect|target_name_or_class|The name of the NPCs that will be leading.}} | |||
{{KV|Target Entity|string|The name of the NPC that leads.}} | |||
{{KV|Point to wait at if the target's not visible|target_destination|}} | |||
{{KV|Wait until player gets this close|float|}} | |||
{{KV|Lead Distance|float|The player is considered to be lagging if he's beyond this distance.}} | |||
{{KV|Retrieve Distance|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.}} | |||
{{KV|Success Distance|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).}} | |||
{{KV|Run instead of Walk|choices|Should the NPC run instead of walk?}} | |||
:* 1 : No | |||
:* 2 : Yes | |||
{{KV|Retrieve player?|choices|Retrieve player?}} | |||
:* 1 : No, just idle and wait | |||
:* 2 : Yes, move to retrieve | |||
{{KV|Before Comming Back, Wait for Speech?|choices|Before Comming Back, Wait for Speech?}} | |||
:* 1 : No, come back while speaking | |||
:* 2 : Yes, wait for speech to finish | |||
{{KV|On Retrieve, Wait for Speech?|choices|On Retrieve, Wait for Speech?}} | |||
:* 1 : No, start leading while speaking | |||
:* 2 : Yes, wait for speech to finish | |||
: {{ | |||
* | {{KV|Speek start greeting?|choices|On Retrieve, Wait for Speech?}} | ||
: {{ | :* 1 : No, don`t speak the greeting | ||
* | :* 2 : Yes, speak the greetig | ||
: {{ | |||
* '''{{ | {{KV|Leading during combat?|choices|Leading during combat?}} | ||
:* 1 : No. Stop to fight, resume leadng when save | |||
:* 2 : Yes, lead while fighting. | |||
{{KV|Gag leader?|choices|}} | |||
:* 1 : No. Speak lead concepts normally, respecting other lead speech settings. | |||
:* 2 : Yes, don't speak any lead concepts at all, overriding all other lead speech settings. | |||
{{KV|Attract player concept modifier|string|Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_ATTRACTPLAYER' concept is spoken.}} | |||
{{KV|Player wait over concept modifier|string|Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_WAITOVER' concept is spoken.}} | |||
{{KV|Arrival concept modifier|string|Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_ARRIVAL' concept is spoken.}} | |||
{{KV|Post-arrival concept modifier|string|}} | |||
{{KV|Success concept modifier|string|Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_SUCCESS' concept is spoken.}} | |||
{{KV|Failure concept modifier|string|Appended to the keyvalues passed into the response rules when the 'lead_fail' concept is spoken.}} | |||
{{KV|Coming Back concept modifier|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.}} | |||
{{KV|Coming Back concept modifier|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.}} | |||
{{KV|Retrieve concept modifier|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 05:13, 4 February 2012
- 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
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.
- Actor(s) to affect ([todo internal name (i)]) <target_name_or_class>
- The name of the NPCs that will be leading.
- Point to wait at if the target's not visible ([todo internal name (i)]) <targetname>
- Lead Distance ([todo internal name (i)]) <float>
- The player is considered to be lagging if he's beyond this distance.
- Retrieve Distance ([todo internal name (i)]) <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.
- Success Distance ([todo internal name (i)]) <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).
- Run instead of Walk ([todo internal name (i)]) <choices>
- Should the NPC run instead of walk?
- 1 : No
- 2 : Yes
- Retrieve player? ([todo internal name (i)]) <choices>
- Retrieve player?
- 1 : No, just idle and wait
- 2 : Yes, move to retrieve
- Before Comming Back, Wait for Speech? ([todo internal name (i)]) <choices>
- Before Comming Back, Wait for Speech?
- 1 : No, come back while speaking
- 2 : Yes, wait for speech to finish
- On Retrieve, Wait for Speech? ([todo internal name (i)]) <choices>
- On Retrieve, Wait for Speech?
- 1 : No, start leading while speaking
- 2 : Yes, wait for speech to finish
- Speek start greeting? ([todo internal name (i)]) <choices>
- On Retrieve, Wait for Speech?
- 1 : No, don`t speak the greeting
- 2 : Yes, speak the greetig
- Leading during combat? ([todo internal name (i)]) <choices>
- Leading during combat?
- 1 : No. Stop to fight, resume leadng when save
- 2 : Yes, lead while fighting.
- Gag leader? ([todo internal name (i)]) <choices>
-
- 1 : No. Speak lead concepts normally, respecting other lead speech settings.
- 2 : Yes, don't speak any lead concepts at all, overriding all other lead speech settings.
- Attract player concept modifier ([todo internal name (i)]) <string>
- Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_ATTRACTPLAYER' concept is spoken.
- Player wait over concept modifier ([todo internal name (i)]) <string>
- Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_WAITOVER' concept is spoken.
- Arrival concept modifier ([todo internal name (i)]) <string>
- Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_ARRIVAL' concept is spoken.
- Success concept modifier ([todo internal name (i)]) <string>
- Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_SUCCESS' concept is spoken.
- Failure concept modifier ([todo internal name (i)]) <string>
- Appended to the keyvalues passed into the response rules when the 'lead_fail' concept is spoken.
- Coming Back concept modifier ([todo internal name (i)]) <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.
- Coming Back concept modifier ([todo internal name (i)]) <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.