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 02:13, 20 December 2006

Template:Wrongtitle

Entity Description

Ai relationship.png

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.

Todo: Do some more behavioral research on NPC(s) and post your observations below. Possibly these results could later on be placed in the corresponding article of each NPC instead.

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.

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.

Note.pngNote:The relationship can refer to the player as !player (singleplayer) or any client as player (singleplayer or multiplayer).

Keyvalues

<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 or player ) 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.

Outputs

See also