Ai relationship: Difference between revisions
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Will not attack the target. Rebels follow automatically, and can be commanded. The player will lower his gun until the target shows signs of hostility (but can still shoot the target before this). | Will not attack the target. Rebels follow automatically, and can be commanded. The player will lower his gun until the target shows signs of hostility (but can still shoot the target before this). | ||
[[Npc_zombie]]s will remain still and only turn to face the target. | [[Npc_zombie]]s will remain still and only turn to face the target. | ||
( Richy/Bravo228 ) | |||
Seems to me that If set to Hate then the NPC's attack more aggressively then the other settings. | |||
====Fear==== | ====Fear==== |
Revision as of 02:12, 20 December 2006
Entity Description
Sets a relationship type between two parties. These parties can be an NPC, an NPC class, or the player(s). There are four types of relation: Neutral, hate, like and fear. Certain NPC classes will react differently when in these states.
Neutral
Will not attack. Rebels avoid excusingly, and can not be commanded. Npc_zombies will remain still and only turn to face the target.
Hate
Considers the target an enemy/enemies and will attack.
Like
Will not attack the target. Rebels follow automatically, and can be commanded. The player will lower his gun until the target shows signs of hostility (but can still shoot the target before this). Npc_zombies will remain still and only turn to face the target.
( Richy/Bravo228 ) Seems to me that If set to Hate then the NPC's attack more aggressively then the other settings.
Fear
Avoids the target. Headcrabs runs away without attacking. Metropolice attacks. Rebels avoids without attacking, and can not be commanded. Npc_zombies will occasionally also swipe at the target if it is in its flight path, but these swipes will afflict no damage to it unless the zombie has been attacked.

!player
(singleplayer) or any client as player
(singleplayer or multiplayer).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) ( or
!player
orplayer
) 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
Flags
Inputs
- ApplyRelationship
- Apply relationship changes
- RevertRelationship
- Revert relationship changes
- Revert relationship changes to the default relationship, which may have changed since this ai_relationship was applied. This returns control of the entity relationship to the code.