Ai goal police: Difference between revisions

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{{wrongtitle|title=ai_goal_police}}
{{wrongtitle|title=ai_goal_police}}


==ai_goal_police==
==Entity Description==
'''Entity Name:''' AI Goal Police


AI Goal Police
==Entity Values==
===Keys===


==Keys==
* '''Name''' ''targetname <target_source>''
: The name that other entities refer to this entity by.


'''Name''' targetname <target_source> The name that other entities refer to this entity by.
* '''Parent''' ''parentname <target_destination>''
: The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent.


'''Parent''' parentname <target_destination> The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent.
* '''Pitch Yaw Roll (Y Z X)''' ''angles <angle>''
: 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.


'''Pitch Yaw Roll (Y Z X)''' angles <angle> 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.
* '''spawnflags''' ''spawnflags <flags>''
* '''Radius''' ''policeradius <float>''
: Radius to police


'''spawnflags''' spawnflags <flags>  
* '''Target''' ''policetarget <string>''
: Target to police


'''Radius''' policeradius <float> Radius to police
===Inputs===


'''Target''' policetarget <string> Target to police
* '''Kill'''
: Removes this entity from the world.


==Inputs==
* '''KillHierarchy'''
: Removes this entity and all its children from the world.


'''Kill''' Removes this entity from the world.
* '''AddOutput <string>'''
: Adds an entity I/O connection to this entity. Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>. Very dangerous, use with care.


'''KillHierarchy''' Removes this entity and all its children from the world.
* '''FireUser1'''
: Causes this entity's OnUser1 output to be fired.


'''AddOutput <string>''' Adds an entity I/O connection to this entity. Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>. Very dangerous, use with care.
* '''FireUser2'''
: Causes this entity's OnUser2 output to be fired.


'''FireUser1''' Causes this entity's OnUser1 output to be fired.
* '''FireUser3'''
: Causes this entity's OnUser3 output to be fired.


'''FireUser2''' Causes this entity's OnUser2 output to be fired.
* '''FireUser4'''
: Causes this entity's OnUser4 output to be fired.


'''FireUser3''' Causes this entity's OnUser3 output to be fired.
* '''SetParent <string>'''
: Changes the entity's parent in the movement hierarchy.


'''FireUser4''' Causes this entity's OnUser4 output to be fired.
* '''SetParentAttachment <string>'''
: Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.


'''SetParent <string>''' Changes the entity's parent in the movement hierarchy.
* '''ClearParent'''
: Removes this entity from the the movement hierarchy, leaving it free to move independently.


'''SetParentAttachment <string>''' Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.
* '''EnableKnockOut'''
: Tells the goal to make the active policing NPC knock out its target


'''ClearParent''' Removes this entity from the the movement hierarchy, leaving it free to move independently.
* '''DisableKnockOut'''
: Stop the active policing NPC from trying to knock out its target


'''EnableKnockOut''' Tells the goal to make the active policing NPC knock out its target
===Outputs===


'''DisableKnockOut''' Stop the active policing NPC from trying to knock out its target
* '''OnUser1'''
: Fired in response to FireUser1 input.


==Outputs==
* '''OnUser2'''
: Fired in response to FireUser2 input.


'''OnUser1''' Fired in response to FireUser1 input.
* '''OnUser3'''
: Fired in response to FireUser3 input.


'''OnUser2''' Fired in response to FireUser2 input.
* '''OnUser4'''
: Fired in response to FireUser4 input.


'''OnUser3''' Fired in response to FireUser3 input.
* '''OnFirstWarning'''
: Fires the first time a policing cop warns a target


'''OnUser4''' Fired in response to FireUser4 input.
* '''OnSecondWarning'''
: Fires the second time a policing cop warns a target


'''OnFirstWarning''' Fires the first time a policing cop warns a target
* '''OnLastWarning'''
: Fires when a policing cop warns a target for the last time


'''OnSecondWarning''' Fires the second time a policing cop warns a target
* '''OnSupressingTarget'''
: Fires when a policing cop starts to suppress (ie. beat) a target


'''OnLastWarning''' Fires when a policing cop warns a target for the last time
* '''OnKnockOut'''
 
: Fires when a target has been knocked out
'''OnSupressingTarget''' Fires when a policing cop starts to suppress (ie. beat) a target
 
'''OnKnockOut''' Fires when a target has been knocked out


[[category:AI]]
[[category:AI]]
[[category:Entities]]
[[category:Entities]]

Revision as of 08:25, 9 July 2005

Template:Wrongtitle

Entity Description

Entity Name: AI Goal Police

Entity Values

Keys

  • Name targetname <target_source>
The name that other entities refer to this entity by.
  • Parent parentname <target_destination>
The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent.
  • Pitch Yaw Roll (Y Z X) angles <angle>
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.
  • spawnflags spawnflags <flags>
  • Radius policeradius <float>
Radius to police
  • Target policetarget <string>
Target to police

Inputs

  • Kill
Removes this entity from the world.
  • KillHierarchy
Removes this entity and all its children from the world.
  • AddOutput <string>
Adds an entity I/O connection to this entity. Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>. Very dangerous, use with care.
  • FireUser1
Causes this entity's OnUser1 output to be fired.
  • FireUser2
Causes this entity's OnUser2 output to be fired.
  • FireUser3
Causes this entity's OnUser3 output to be fired.
  • FireUser4
Causes this entity's OnUser4 output to be fired.
  • SetParent <string>
Changes the entity's parent in the movement hierarchy.
  • SetParentAttachment <string>
Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.
  • ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
  • EnableKnockOut
Tells the goal to make the active policing NPC knock out its target
  • DisableKnockOut
Stop the active policing NPC from trying to knock out its target

Outputs

  • OnUser1
Fired in response to FireUser1 input.
  • OnUser2
Fired in response to FireUser2 input.
  • OnUser3
Fired in response to FireUser3 input.
  • OnUser4
Fired in response to FireUser4 input.
  • OnFirstWarning
Fires the first time a policing cop warns a target
  • OnSecondWarning
Fires the second time a policing cop warns a target
  • OnLastWarning
Fires when a policing cop warns a target for the last time
  • OnSupressingTarget
Fires when a policing cop starts to suppress (ie. beat) a target
  • OnKnockOut
Fires when a target has been knocked out