Ai goal police: Difference between revisions

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===Keys===
===Keys===


* '''Name''' ''targetname <target_source>''
* [[Targetname]]
: The name that other entities refer to this entity by.


* '''Parent''' ''parentname <target_destination>''
* [[Parentname]]
: 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>''
* [[Angles]]
: 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)'''
* '''Radius''' ''policeradius <float>''
:<float> Radius to police
: Radius to police


* '''Target''' ''policetarget <string>''
* '''Target (policetarget)'''
: Target to police
:<string> Target to police


===Inputs===
==Flags==


* '''Kill'''
* Knock-out target past crossing plane
: Removes this entity from the world.


* '''KillHierarchy'''
* Do not leave post
: Removes this entity and all its children from the world.


* '''AddOutput <string>'''
===Inputs===
: 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>'''
* [[Targetname]]
: Changes the entity's parent in the movement hierarchy.


* '''SetParentAttachment <string>'''
* [[Parentname]]
: 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'''
* '''EnableKnockOut'''
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===Outputs===
===Outputs===


* '''OnUser1'''
* [[Targetname]]
: 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'''
* '''OnFirstWarning'''

Revision as of 16:50, 9 July 2005

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Entity Description

Entity Name: AI Goal Police

Entity Values

Keys

  • Radius (policeradius)
<float> Radius to police
  • Target (policetarget)
<string> Target to police

Flags

  • Knock-out target past crossing plane
  • Do not leave post

Inputs

  • 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

  • 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