Assault rallypoint
Jump to navigation
Jump to search
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 an assault_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
- Template:Kv angles
- priority
- <integer> 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.
- Template:Kv targetname
- Template:Kv parentname
- assaultpoint
- <target_destination> Assault Point - The first assault_assaultpoint in the chain to move to as the assault begins.
- assaultdelay
- <float> Assault Delay - The amount of time to wait here once the assault cue has been given, before moving to the first assault_assaultpoint.
- rallysequence
- <string> Rally Sequence - Set a specific animation sequence for NPCs waiting to begin the assault, overriding the wait activity of the NPC.
Inputs
Outputs
- Template:O targetname
- OnArrival
- Fires when the NPC arrives.