Ai goal follow

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Ai goal follow.png

Template:Hl2 point 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.)
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

Actor(s) to affect (actor) ([todo internal name (i)]) <target_name_or_class>
The name or class of the NPCs that will be following.
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.
Search Type (SearchType) ([todo internal name (i)]) <choices>
How to search for the entities using the name specified in the Actor(s) to affect keyvalue.
Start Active (StartActive) ([todo internal name (i)]) <boolean>
Should this entity be active when the map begins?
Maximum State (MaximumState) ([todo internal name (i)]) <choices>
The maximum state for NPCs to continue following.
  • 0: Idle (stop following when NPC senses danger)
  • 1: Alert (stop following when combat arises)
  • 2: Combat (never stop following)
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?


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.
Activate
Begin the follow behavior.
Deactivate
Cease the following behavior.


Outputs