ai_goal_assault is a point entity available in all Source games. This entity specifies which NPCs are to carry out an assault, and triggers it when any conditions given are met. One goal can handle multiple rally points. Must be active to be able to be triggered.
Upon activation, the entity will round up all its actors (specified in a keyvalue), and instruct them to select their
assault_rallypoint(s) and move to it/them. Upon arrival at the rally point(s), each actor then begins waiting for an Assault Cue, unless instructed to assault immediately.
Upon the cue, it will then instruct all actors to begin moving on from their current rally point to the
assault_assaultpoint specified by the rally point.
- Rally Point Set (rallypoint)
- The name of the
assault_rallypoint(s) at which this assault will begin. This field can also support wildcards, so that you can enter the root name of all rally points for this assault followed by an asterisk '*', to match all with the same root.
- Assault Cue (AssaultCue)
- Chooses when the goal is going to be set after this entity has been activated.
- 1: Entity System Input (
- 2: Gunfire (When the entity 'hears' gunfire To do: Tested with player weapons and ai_sound, no results.)
- 2: Don't wait for a cue. (Attack immediately after rallying finishes)
- 1: Entity System Input (
- Rally Point Selection Method (RallySelectMethod)
- How NPCs will decide which rallypoint to move to.
- For games before Alien Swarm (including 2013 SDK):
- 0: Choose by priority. If there are multiple tied for priority, go to the closest one.
- 1: Choose randomly
- 2: If priority is tied, go to the point farthest away.
- Branch Method (BranchMethod)
- Confirm:Default (0) tells NPCs to pick randomly if they come across multiple
assault_assaultpoints they can use. 1 makes NPCs pick whichever is closest to them.
- Actor(s) to affect (actor)
- The targetname or classname of any NPCs that will be included in this goal. Wildcards are supported.
- Search Type (SearchType)
- What the Actor(s) to affect keyvalue targets by.
- 0: Entity Name
- 1: Classname
- Start Active (StartActive)
- Set if goal should be active immediately.
- The classname defines the type of entity. Classnames can be changed using
AddOutput, which will influence how the engine deals with the entity in certain circumstances.
- The name that other entities refer to this entity by.
- Global Entity Name
- Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
- Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma. Every entity can be parented, even point entities. Entities which are parented will be forced to transition to the next map, such as from a
trigger_transition. Some entities which aren't intended to be parented may not function correctly.
phys_constraintcan be used as a workaround to parenting.
- Origin (X Y Z)
- The position of this entity's center in the world. Rotating entities typically rotate around their origin.
- Pitch Yaw Roll (X Y Z)
- This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.Note: This works on brush entities, although Hammer doesn't show the new angles.
- Toggles features of an entity, its specific number is determined by the combination of flags added.
- Response Contexts
- Pre-defined response system contexts for this entity. Format is
key:value,key:value,.... Contexts may be filtered.
- Combination of effect flags to use.
- Local Time
- The local time of the entity, independent of the global clock. Used mainly for physics calculations.
- Next Think
- Amount of time before the entity thinks again.
- Hammer ID
- The entity's Hammer ID. Mainly used by plugins and debugging commands, such as
ent_keyvalue. Can be manually assigned with the "hammerid" or "id" keyvalue. Entities spawned at run-time are not assigned any Hammer ID.
- Disable for Xbox 360
- If Yes, disables this entity on the Xbox 360 version of Source.
- Entity Scripts
- Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
- Script think function
- Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call. Try to avoid expensive operations in this function, as it may cause performance problems.
- Lag Compensation
- Set to Yes to lag compensate this entity. Should be used very sparingly!
- Is Automatic-Aim Target
- If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs.
- If the entity is active and this entity's Assault Cue keyvalue is set to Entity System Input, begin the assault. Tip: This will cause NPCs to "skip over" the rally point if they aren't there already. Useful for using rally points for selecting actors.
- Make the goal active if it wasn't already. NPCs will begin taking orders.
- Make goal inactive.
- Tell the goal entity to re-check Actor(s) to affect in case any disappeared, or any new NPCs spawned.[confirm]
- Removes this entity and any entities parented to it from the world.
- Functions the same as
Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster than
- Move with this entity. See Entity Hierarchy (parenting).
- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
- Evaluates a keyvalue/output on this entity.
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
- Fire the
OnUseroutputs; see User Inputs and Outputs.
- Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
- Dispatches a special effect from the entity's origin. Removed and replaced entirely by the particle system since .
- Dispatches a response to the entity. See Response and Concept.
- Adds to the entity's list of response contexts. Format is
- Remove a context from this entity's list. The name should match the key of an existing context.
- Removes all contexts from this entity's list.
- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
- Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console. Bug: In , the code is executed in the script scope of the entity that fires the output, not the one receiving the input.Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
- Execute a VScript function in the scope of the receiving entity.
- Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
- Set this entity's angles.
- These outputs each fire in response to the firing of the like-numbered
FireUser4Input; see User Inputs and Outputs.