Ai goal lead
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ai_goal_lead
AI Goal Lead
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>
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)