Assault assaultpoint

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Revision as of 06:21, 9 April 2006 by Andreasen (talk | contribs) (Reverted the redirect, writing a standard entity.)
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Entity Description

The body of an assault chain. Specifies where the assault should go once it has begun. There can be any number of assault_assaultpoint entities in each chain.

Note.pngNote:It is important to remember that assaultpoints affect the journey to them, not from them.

Keyvalues

<?> Assault Hint Group - Constrain the movement of the NPC(s) participating in the assault to this hint group once assault has begun.
  • nextassaultpoint
<?> Next assault point (optional)
  • assaulttimeout
<?> Assault time out - This point is cleared when no enemies are seen for this long (specified in seconds). The NPC(s) at this assaultpoint will scout for enemies this long before moving on.
  • clearoncontact
<boolean> Clear on contact with enemies - If the assault meets enemies on its way to this point, it will consider the assault point cleared and target the next assault point in the chain.
  • allowdiversion
<boolean> Allow diversion - If the assault comes into contact with hostiles on the way to this assault point, divert to kill them and resume once the area appears clear.
- If it set to Yes, NPCs will chase any hostiles until they are dead or out of sight for the period set in the assaulttimeout (Assault time out) keyvalue.
- If this is set to No, assaulting NPCs will run non-stop to the next point, attacking enemies they can see but not chasing them.
  • nevertimeout
<boolean> Never Timeout - If set, the assault never ends for NPCs assaulting this point. Useful for forcing NPCs back to a point.


Flags

  • 1 : Clear this point upon arrival, UNCONDITIONALLY
Move on to the next point once reaching this one, regardless of any other influences.

Inputs

Sets the clearoncontact (Clear on Contact with enemies) keyvalue. Accepts 1/0 or Yes/No as parameters.
  • SetAllowDiversion
Sets the allowdiversion (Allow Diversion) keyvalue. Accepts 1/0 or Yes/No as parameters.

Outputs

  • OnArrival
Fires when a NPC arrives.
  • OnAssaultClear
Fires when the point is cleared.

See Also