Ai goal lead weapon

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Revision as of 08:52, 9 July 2005 by Cargo Cult (talk | contribs) (More formatting.)
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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)