Ai goal lead: Difference between revisions
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==Entity Description== | ==Entity Description== | ||
[[Image:{{PAGENAME}}.png|left]]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. | [[Image:{{PAGENAME}}.png|left]]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.{{clr}} | ||
For examples of its use, see the [[Half-Life 2]] maps: | For examples of its use, see the [[Half-Life 2]] maps: | ||
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* ''d3_c17_10b'' | * ''d3_c17_10b'' | ||
The [[#Keyvalues|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]]. | The [[#Keyvalues|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== | ==Keyvalues== |
Revision as of 23:50, 29 March 2006
Entity Description
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_lostcoast (the mapname for Half-Life 2: Lost Coast)
- d2_prison_06
- d2_prison_07
- d3_c17_09
- d3_c17_10b
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
- Template:Kv leadgoalbase
- SearchType
- <choices> How to search for the entities using the actor.
Literal Value Description 0 Entity name 1 Classname