Template:KV LeadGoalBase

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Revision as of 19:55, 19 January 2009 by VDCBot (talk | contribs) (Robot: fixing template case.)
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Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Parentname:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
  • actor
<target_name_or_class> Actor(s) to affect
  • goal
<target_destination> Target Entity
  • WaitPointName
<target_destination> Point to wait at if the target's not visible.
  • WaitDistance
<float> Wait until player gets this close.
  • LeadDistance
<float> The player is considered to be lagging if he's beyond this distance.
  • Run
<boolean> Run instead of walk
  • Retrieve
<boolean> Retrieve player?
  • AttractPlayerConceptModifier
<string> Attract player concept modifier
  • WaitOverConceptModifier
<string> Player wait over concept modifier
  • ArrivalConceptModifier
<string> Arrival concept modifier
  • PostArrivalConceptModifier
<string> Post-arrival concept modifier
  • SuccessConceptModifier
<string> Success concept modifier
  • FailureConceptModifier
<string> Failure concept modifier
  • RetrieveDistance (in all games since Half-Life 2: Episode One)
<float> The distance from the player that the NPC should return to when retrieving a lagging player. Must be between ('Lead Distance' + 24) and ('Lead Distance' * 4) to avoid the leader ping-ponging.
  • SuccessDistance (in all games since Half-Life 2: Episode One)
<float> The distance from the player (to the NPC) that the player must be within for the Lead to succeed, once the NPC has reached the goal. If set to 0, it'll use the lead distance instead (for legacy support).
  • ComingBackWaitForSpeak (in all games since Half-Life 2: Episode One)
<boolean> Before Coming Back, Wait for speech?
  • RetrieveWaitForSpeak (in all games since Half-Life 2: Episode One)
<boolean> On Retrieve, Wait for speech?
  • DontSpeakStart (in all games since Half-Life 2: Episode One)
<boolean> Speak start greeting?
  • LeadDuringCombat (in all games since Half-Life 2: Episode One)
<boolean> Lead during combat?
  • GagLeader (in all games since Half-Life 2: Episode One)
<boolean> Gag Leader?
  • ComingBackConceptModifier (in all games since Half-Life 2: Episode One)
<string> Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_RETRIEVE' concept is spoken. Spoken as the NPC starts returning to the player to retrieve him.
  • RetrieveConceptModifier (in all games since Half-Life 2: Episode One)
<string> Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_COMINGBACK' concept is spoken. Spoken when NPC has finally reached the player to retrieve him.