This article's documentation is for anything that uses the Source engine. Click here for more information.

ai_goal_follow

From Valve Developer Community
Revision as of 02:23, 6 January 2024 by Thunder4ik (talk | contribs) (→‎top: clean up, added underlinked tag)
Jump to navigation Jump to search
Underlinked - Logo.png
This article needs more Wikipedia icon links to other articles to help Wikipedia icon integrate it into the encyclopedia. Please help improve this article by adding links Wikipedia icon that are relevant to the context within the existing text.
January 2024
English (en)Translate (Translate)
Ai goal follow.png

ai_goal_follow is an e0 available in all Source Source games. It makes the target NPCs follow another object or the player at a configurable distance. NPCs may react in some way if they can't path to their leader.

Note.pngNote:NPCs do not intelligently follow their leader. They will simply walk or run depending on distance directly towards it. If the followers happen to block a path, they will not move out of the way and the leading NPC will eventually give up trying to path. (Depends on Formation.)

This entity is not in Left 4 Dead Left 4 Dead 2.

C++ In code, it is represented by theCAI_FollowGoalclass, defined in theai_behavior_follow.cppfile.

ConVars/Commands

Cvar/Command Parameters or default value Descriptor Effect
ai_debug_follow 0 0 disables, 1 enables Tells when an NPC is having trouble following their leader. Requires developer 1. Does not function. [confirm]
ai_follow_use_points 1 0 disables, 1 enables
Todo: Effect description.
ai_follow_use_points_when_moving 1 0 disables, 1 enables
Todo: Effect description.

Keyvalues

Target Entity (goal) ([todo internal name (i)]) <string>
The name of the entity that the NPCs should follow. If this value is blank, NPCs will follow the player, if they are friendly towards them.
Formation (Formation) ([todo internal name (i)]) <choices>
How close to the target the NPCs should follow.
  • 0: Close circle
  • 1: Medium Circle
  • 2: Wide circle
  • 3: Sidekick
  • 4: Vortigaunt
Todo: What exactly do 3 and 4 do?

AI_GoalEntity:

Actor(s) to affect (actor) <target_name_or_class>
The targetname or classname of any NPCs that will be included in this goal. Wildcards are supported.
Search Type (SearchType) <choices>
What the Actor(s) to affect keyvalue targets by.
  • 0: Entity Name
  • 1: Classname
Start Active (StartActive) <boolean>
Set if goal should be active immediately.


Inputs

OutsideTransition  (in all games since Half-Life 2: Episode One) !FGD
Usually this is automatically done by a trigger_transition when the map changes, but it can be done manually as well. It sends the entity into a "dormant" state where it is disabled even though the entity may still think it is active. This is done in the case that the player decides to go back to a previous map, where the entity will then become non-dormant again and ensure NPCs continue to follow. Only available for the HL2 Episodes and Portal.

AI_GoalEntity:

Activate
Make the goal active if it wasn't already. NPCs will begin taking orders.
Deactivate
Make goal inactive.
UpdateActors  !FGD
Tell the goal entity to re-check Actor(s) to affect in case any disappeared, or any new NPCs spawned.[confirm]


Outputs