Ai goal lead: Difference between revisions
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* ''d3_c17_10b'' | * ''d3_c17_10b'' | ||
For more examples of its use, see the [[Half-Life 2: Lost Coast]] map: ''d2_lostcoast'' | For more examples of its use, see the [[Half-Life 2: Lost Coast]] map: ''d2_lostcoast'' | ||
{{seealso|[[Vmex]] for decompiling maps.}} | |||
The [[#Keyvalues|ConceptModifier keyvalues]] do not appear to be utilized by any of the maps above, but appear to provide some level of access to the NPC [[Response System]]. | The [[#Keyvalues|ConceptModifier keyvalues]] do not appear to be utilized by any of the maps above, but appear to provide some level of access to the NPC [[Response System]]. |
Revision as of 15:53, 24 September 2006
Entity Description
When activated by a trigger, makes an NPC attempt to lead the player to a target. Optionally, a point can be set for the NPC to wait for the player before beginning to lead the player.
For examples of its use, see the Half-Life 2 maps:
- d1_town_02
- d1_town_02a
- d2_coast_03
- d2_coast_10
- d2_coast_11
- d2_prison_06
- d2_prison_07
- d3_c17_09
- d3_c17_10b
For more examples of its use, see the Half-Life 2: Lost Coast map: d2_lostcoast
See also: Vmex for decompiling maps.
The ConceptModifier keyvalues do not appear to be utilized by any of the maps above, but appear to provide some level of access to the NPC Response System.
Keyvalues
- Template:Kv leadgoalbase
- SearchType
- <choices> How to search for the entities using the actor.
Literal Value Description 0 Entity name 1 Classname