assault_rallypoint
Class hierarchy |
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CRallyPoint |
ai_behavior_assault.cpp
|
assault_rallypoint
is a point entity available in all Source games except Left 4 Dead series.
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January 2024
January 2024
It specifies a point used to rally NPCs for assault behavior. Used with either an ai_goal_assault
or the Assault
input available on some NPCs. 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.
Keyvalues
- Name
(targetname)
<string> - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Priority
(priority)
<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, preferring the one with the highest Priority value. If the Priority is the same between any rallypoints, the closest one will be chosen. - Assault Point
(assaultpoint)
<targetname> - The first
assault_assaultpoint
in the chain to move to as the assault begins. - Assault Delay
(assaultdelay)
<float> - The amount of time to wait here once the assault cue has been given, before moving to the first
assault_assaultpoint
. - Rally Sequence
(rallysequence)
<string> - Set a specific animation sequence for NPCs waiting to begin the assault, overriding the wait activity of the NPC.
- Force Crouch
(forcecrouch)
<boolean> - NPCs using this assault point are forced into crouching while holding it.
- Urgent
(urgent)
<boolean> - If set, NPCs will consider movement to this rally point as Urgent Navigation (ignoring prop_physics blockers, eventually teleporting).
- Should Point Lock
(lockpoint)
<boolean> (in all games since ) !FGD - Should this point be considered unusable by other NPCs once one has "claimed" it?[confirm]
- 0: No
- 1: Yes
Outputs
OnArrival
- Fires when the NPC arrives.