Ai relationship
Jump to navigation
Jump to search
Entity Description
Sets a relationship type between two parties. These parties can be an NPC, an NPC class, or the player(s). There are four types of relation: Neutral, hate, like and fear. Certain NPC classes will react differently when in these states.
Todo: Do some more behavioral research on NPC(s) and post your observations below.
Neutral
Will not attack. Rebels avoid excusingly, and can not be commanded.
Hate
Considers the target an enemy/enemies and will attack.
Like
Will not attack the target. Rebels follow automatically, and can be commanded. The player will lower his gun until the target shows signs of hostility (but can still shoot the target before this).
Fear
Avoids the target. Headcrabs runs away without attacking. Metropolice attacks. Rebels avoids without attacking, and can not be commanded.

!player
(singleplayer) or any client as player
(singleplayer or multiplayer).Keyvalues
- Template:Kv targetname
- subject
- <target_name_or_class> This is the NPC(s) whose disposition will change.
- target
- <target_name_or_class> This is the NPC(s) ( or
!player
orplayer
) about whom the Subject(s) will change their disposition.
- disposition
- <choices> Choose the way the Subject(s) should feel about the target(s)
Literal Value Description 1 Hate 2 Fear 3 Like 4 Neutral
- radius
- <float> Radius for subject
- rank
- <integer> How much the Subject(s) should Like/Hate/Fear the target(s). Higher priority = stronger feeling.
- StartActive
- <boolean>
- Reciprocal
- <boolean> Set this to have the new relationship mirrored by target
Inputs
- ApplyRelationship
- Apply relationship changes
- RevertRelationship
- Revert relationship changes