Ai relationship: Difference between revisions
		
		
		
		
		
		Jump to navigation
		Jump to search
		
				
		
		
	
m (→Keyvalues)  | 
				m (→Keyvalues:  pulled choice numbers from FGD)  | 
				||
| Line 12: | Line 12: | ||
* '''disposition'''  | * '''disposition'''  | ||
:<choices> Choose the way the Subject(s) should feel about the target(s)  | :<choices> Choose the way the Subject(s) should feel about the target(s)  | ||
{|  | :{|  | ||
! Literal Value || Description  | ! Literal Value || Description  | ||
|-  | |-  | ||
|   | | 1 || Hate  | ||
|-  | |-  | ||
|   | | 2 || Fear  | ||
|-  | |-  | ||
|   | | 3 || Like  | ||
|-  | |-  | ||
|   | | 4 || Neutral  | ||
|}  | |}  | ||
* '''radius'''  | * '''radius'''  | ||
Revision as of 05:35, 6 October 2005
Entity Description
Sets relationships between groups of NPCs in the AI.
Keyvalues
- Template:Kv targetname
 - subject
 
- <target_name_or_class> This is the NPC(s) whose disposition will change.
 
- target
 
- <target_name_or_class> This is the NPC(s) about whom the Subject(s) will change their disposition.
 
- disposition
 
- <choices> Choose the way the Subject(s) should feel about the target(s)
 
Literal Value Description 1 Hate 2 Fear 3 Like 4 Neutral 
- radius
 
- <float> Radius for subject
 
- rank
 
- <integer> How much the Subject(s) should Like/Hate/Fear the target(s). Higher priority = stronger feeling.
 
- StartActive
 
- <boolean>
 
- Reciprocal
 
- <boolean> Set this to have the new relationship mirrored by target
 
Inputs
- ApplyRelationship
 
- Apply relationship changes
 
- RevertRelationship
 
- Revert relationship changes
 
Outputs
Notes
The relationship can refer to the player as !player (singleplayer) or any client as player (singleplayer or multiplayer).