Ai goal lead weapon
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Entity Description
Entity Name: ai_goal_lead_weapon
AI Goal Lead (Weapon). A version of the ai_goal_lead entity that requires the player to have the specified weapon before the Actor(s) will lead the player to their target.
Entity Values
Keys
- Name targetname <target_source>
- The name that other entities refer to this entity by.
- Actor(s) to affect actor <target_name_or_class>
- Target Entity goal <string>
- Point to wait at if the target's not visible. WaitPointName <target_destination>
- Wait until player gets this close. WaitDistance <float>
- Lead Distance. LeadDistance <float>
- The player is considered to be lagging if he's beyond this distance.
- Run instead of Walk Run <choices>
- Retrieve player? Retrieve <choices>
- Attract player concept modifier AttractPlayerConceptModifier <string>
- Player wait over concept modifier WaitOverConceptModifier <string>
- Arrival concept modifier ArrivalConceptModifier <string>
- Post-arrival concepts modifier PostArrivalConceptModifier <string>
- Success concept modifier SuccessConceptModifier <string>
- Failure concept modifier FailureConceptModifier <string>
- spawnflags spawnflags <flags>
- Weapon WeaponName <choices>
- Missing weapon concept modifier MissingWeaponConceptModifier <string>
- Search Type SearchType <choices>
- How to search for the entities using the targetname.
Inputs
- Kill
- Removes this entity from the world.
- KillHierarchy
- Removes this entity and all its children from the world.
- AddOutput <string>
- Adds an entity I/O connection to this entity. Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>. Very dangerous, use with care.
- FireUser1
- Causes this entity's OnUser1 output to be fired.
- FireUser2
- Causes this entity's OnUser2 output to be fired.
- FireUser3
- Causes this entity's OnUser3 output to be fired.
- FireUser4
- Causes this entity's OnUser4 output to be fired.
- Activate
- Begin the leading behavior
- Deactivate
- Stop the leading behavior
- SetSuccess
- Notify success of leading
- SetFailure
- Notify failure of leading
Outputs
- OnUser1
- Fired in response to FireUser1 input.
- OnUser2
- Fired in response to FireUser2 input.
- OnUser3
- Fired in response to FireUser3 input.
- OnUser4
- Fired in response to FireUser4 input.
- OnArrival
- Fires when NPC reaches the lead point
- OnArrivalDone
- Fires when NPC has played out any arrival speech
- OnSuccess
- Fires when NPC achieves the goal
- OnFailure
- Fires when NPC fails to achieves the goal
- OnDone
- Fires when NPC completes behavior (any post-success or fail acting is complete)