Assault rallypoint

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Entity Description

Specifies a point used to rally NPCs for assault behaviour. Used with either an ai_goal_assault or the Assault input. All assaults begin at a rallypoint. NPCs move to these points when cued for an assault, optionally waiting here, before commencing the assault by heading to an assault_assaultpoint.

Limitations and bugs

  • A rallypoint can only serve one NPC per assault. If multiple NPCs are required to assault at the same time, each needs their own rallypoint. There may be a solution to this but it is not yet documented. Use of wildcards can make the assignment of individual NPCs to individual rallypoints easier.
  • NPCs will always turn to face in the direction the entity is set to when arriving at a rally point. This is might look unnatural in some cases.

Keyvalues

<?> Priority - How appealing the rallypoint will be. When an NPC receives the Assault input, it will select a suitable rallypoint from those available to it, prefering the one with the highest priority value.
<?> Assault Point - The first assault_assaultpoint in the chain to move to as the assault begins.
  • assaultdelay
<?> Assault Delay - The amount of time to wait here once the assault cue has been given, before moving to the first assault_assaultpoint.
  • rallysequence
<?> Rally Sequence - Set a specific animation sequence for NPCs waiting to begin the assault, overriding the wait activity of the NPC.

Inputs

Outputs

  • OnArrival
Fires when the NPC arrives.

See Also