assault_assaultpoint
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assault_assaultpoint
is a point entity available in all Source games.
These entities form the body of an assault chain, specifying where the assault should go once it has begun. There can be any number of them in each chain. Make sure you are using ai nodes, otherwise you will have to have an assaultpoint for every single corner in your path.


once
or multiple
) that sends your assaultpoint a SetForceClear
input with a fair delay time to make sure everyone is still grouped together.


Flags
- 1: Clear this point upon arrival, UNCONDITIONALLY
- Move on to the next point once reaching this one, regardless of any other influences.
Keyvalues
- Assault Hint Group (assaultgroup) ([todo internal name (i)]) <string>
- Constrain the movement of the NPC(s) participating in the assault to this hint group once assault has begun.
- Next assault point (optional) (nextassaultpoint) ([todo internal name (i)]) <targetname>
- The
assault_assaultpoint
to move to next.
- Assault time out (assaulttimeout) ([todo internal name (i)]) <float>
- This point is cleared when no enemies are seen for this long (specified in seconds). The NPC(s) at this assault point will scout for enemies this long before moving on.
- Clear on contact with enemies (clearoncontact) ([todo internal name (i)]) <boolean>
- If the assaulting NPC meets enemies on its way to this point, it will consider the assault point cleared and target the next assault point in the chain.
- Allow diversion (allowdiversion) ([todo internal name (i)]) <boolean>
- If the assault comes into contact with hostiles on the way to this assault point, divert to kill them and resume once the area appears clear.
- If it set to Yes, NPCs will chase any hostiles until they are dead or out of sight for the period set in the Assault time out.
- If this is set to No, assaulting NPCs will run non-stop to the next point, attacking enemies they can see but not chasing them.
- Diversion Proximity (allowdiversionradius) ([todo internal name (i)]) <float>
- If Allow diversion is set to Yes, NPC will only divert from assault to attack an enemy that is within this distance of the assault point. 0 means no limit.
- Never Timeout (nevertimeout) ([todo internal name (i)]) <boolean>
- If set, the assault never ends for NPCs assaulting this point. Useful for forcing NPCs back to a point.
- Strict? (strict) ([todo internal name (i)]) <boolean>
- If set, NPCs may not move to attack, avoid danger, or move out of the player's way.
- Force Crouch (forcecrouch) ([todo internal name (i)]) <boolean>
- NPCs using this assault point are forced into crouching while holding it.

- Urgent (urgent) ([todo internal name (i)]) <boolean>
- If set, NPCs will consider movement to this rally point as Urgent Navigation (ignoring prop_physics blockers, eventually teleporting).
Inputs
- SetClearOnContact <boolean >
- Sets the Clear on Contact with enemies keyvalue. Accepts
1
/0
orYes
/No
as parameters.
- SetAllowDiversion <boolean >
- Sets the Allow Diversion keyvalue. Accepts
1
/0
orYes
/No
as parameters.
- SetForceClear <boolean >
- Set the Force Clear flag. NPCs who are currently running to the assault point will clear it immediately. NPCs who acquire it in the future will clear it automatically.
Outputs
- OnArrival
- Fires when a NPC arrives.

- OnAssaultClear
- Fires when the point is cleared (arriving and clearing can happen at completely different times).