Ai goal lead: Difference between revisions

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m (minoro)
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{{wrongtitle|title=ai_goal_lead}}
{{wrongtitle|title=ai_goal_lead}}


==Entity Description==
== Entity description ==
[[Image:{{PAGENAME}}.png|left]]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.{{clr}}
[[Image:{{PAGENAME}}.png|left]]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.{{clr}}


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{{seealso|[[Vmex]] for decompiling maps.}}
{{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 '''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==


== Keyvalues ==
* {{kv leadgoalbase}}
* {{kv leadgoalbase}}
* '''SearchType'''
* '''SearchType'''
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|}
|}


==Flags==
== Flags ==
 
*{{fl leadgoalbase}}
*{{fl leadgoalbase}}


==Inputs==
== Inputs ==
 
* {{i leadgoalbase}}
* {{i leadgoalbase}}


==Outputs==
== Outputs ==
 
* {{o leadgoalbase}}
* {{o leadgoalbase}}


[[Category:AI]]
[[Category:AI]]
[[Category:Entities]]
[[Category:Entities]]

Revision as of 13:15, 26 November 2007

Template:Wrongtitle

Entity description

Ai goal lead.png

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

<choices> How to search for the entities using the actor.
Literal Value Description
0 Entity name
1 Classname

Flags

Inputs

Outputs