Assault rallypoint

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Assault rallypoint.png

Template:Hl2 point It 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.

See Also

Keyvalues

Priority ([todo internal name (i)]) <integer>
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 ([todo internal name (i)]) <targetname>
The first assault_assaultpoint in the chain to move to as the assault begins.
Assault Delay ([todo internal name (i)]) <float>
The amount of time to wait here once the assault cue has been given, before moving to the first assault_assaultpoint.
Rally Sequence ([todo internal name (i)]) <string>
Set a specific animation sequence for NPCs waiting to begin the assault, overriding the wait activity of the NPC.
Force Crouch ([todo internal name (i)]) <boolean>
NPCs using this assault point are forced into crouching while holding it.
Urgent ([todo internal name (i)]) <boolean>
If set, NPCs will consider movement to this rally point as Urgent Navigation.
Pitch Yaw Roll (Y Z X) (angles) <QAngle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Parentname:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Inputs

Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <stringRedirectInput/string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.

Outputs

OnArrival
Fires when the NPC arrives. (!activator is the NPC)