Police Stander: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
m (Reverted edit of Pgmaker, changed back to last version by Bean)
Line 1: Line 1:
I have a problem. I searched all over the net without result:(
A Police Stander is a [[npc_metropolice]] who will stand in one spot and warn approaching players to back off. If you get too close to the metropolice, he will strike at you with his baton. This article will set up this simple example.
When u open hammer u got 4 screens. 1 in 3D and 3 in 2D. First it was normal but now it looks like this.[[http://users.telenet.be/downloadarea/hammer.jpg]] plz help
 
send reply here or to vancaeneghempieter@hotmail.com
The Police Stander consists of 3 components:
thx
* [[ai_goal_police]]
* [[npc_metropolice]]
* A trigger of some sort to set up the relationship.
 
 
==Structure==
<center>[[Image: police_stander_d1.jpg]]</center>
 
First thing that needs to be done is to set the [[npc_metropolice]] entity wherever you want him to stand. Then, you need to place an [[ai_goal_police]] entity near the metropolice and assign it a specified radius so it knows to use the metropolice. Finally, a trigger will be needed to set up their relationship.
 
===ai_goal_police===
Specifies the goal for the police entity.
 
====Keyvalues====
* '''Name''': A name will need to be assigned.
* '''Radius''': Setting this value will allow multiple metropolice entities within the [[ai_goal_police]]’s radius to be affected. This can be used to make multiple actors do the same action.
*  '''Target''': This will need to be set to '''!player''' so the cop targets the player and no other entity.
 
====Flags====
* '''Do not leave post''': Checked. This will keep the police in his designated spot.
* '''Everything else''':  Unchecked
 
===npc_metropolice===
The combine metropolice entity.
 
====Keyvalues====
* '''Name''': A name will need to be assigned.
* '''Weapons''': This will need to be set to Stun Stick.
 
====Flags====
* '''Don’t drop weapon''': Checked.
 
===Trigger===
<center>[[Image: police_stander_d2.jpg]]</center>
 
This dialog should explain what needs to be set on a trigger’s output to hook the [[ai_goal_police]] and the [[npc_metropolice]] together.
 
==Conclusion==
 
To recap:
#A [[npc_metropolice]] needs to be placed where you want him to stand and guard with his keys set as stated above..  
#An [[ai_goal_police]] entity is set near the [[npc_metropolice]] with a ‘’’Radius’’’ set so it touches the metropolice and with its keys set as stated above.
#A trigger needs to be placed with the values set in the above second diagram.
 
When triggered, the [[npc_metropolice]] should stand at this post (where you placed him in the editor) and whack anyone who gets near him. This example is good for having a visual setup for blocking doorways and other paths instead of just throwing up an invisible wall.
 
[[Category:AI]]

Revision as of 11:03, 8 February 2006

A Police Stander is a npc_metropolice who will stand in one spot and warn approaching players to back off. If you get too close to the metropolice, he will strike at you with his baton. This article will set up this simple example.

The Police Stander consists of 3 components:


Structure

Police stander d1.jpg

First thing that needs to be done is to set the npc_metropolice entity wherever you want him to stand. Then, you need to place an ai_goal_police entity near the metropolice and assign it a specified radius so it knows to use the metropolice. Finally, a trigger will be needed to set up their relationship.

ai_goal_police

Specifies the goal for the police entity.

Keyvalues

  • Name: A name will need to be assigned.
  • Radius: Setting this value will allow multiple metropolice entities within the ai_goal_police’s radius to be affected. This can be used to make multiple actors do the same action.
  • Target: This will need to be set to !player so the cop targets the player and no other entity.

Flags

  • Do not leave post: Checked. This will keep the police in his designated spot.
  • Everything else: Unchecked

npc_metropolice

The combine metropolice entity.

Keyvalues

  • Name: A name will need to be assigned.
  • Weapons: This will need to be set to Stun Stick.

Flags

  • Don’t drop weapon: Checked.

Trigger

Police stander d2.jpg

This dialog should explain what needs to be set on a trigger’s output to hook the ai_goal_police and the npc_metropolice together.

Conclusion

To recap:

  1. A npc_metropolice needs to be placed where you want him to stand and guard with his keys set as stated above..
  2. An ai_goal_police entity is set near the npc_metropolice with a ‘’’Radius’’’ set so it touches the metropolice and with its keys set as stated above.
  3. A trigger needs to be placed with the values set in the above second diagram.

When triggered, the npc_metropolice should stand at this post (where you placed him in the editor) and whack anyone who gets near him. This example is good for having a visual setup for blocking doorways and other paths instead of just throwing up an invisible wall.