ai_goal_lead
ai_goal_lead
is a point entity available in all Source games.
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January 2024
January 2024
It makes an NPC attempt to lead the player to a target. If the player doesn't follow or lags behind, the NPC will wait for the player or attempt to "retrieve" them. This entity has many options to control its behavior, including extra Response System support. Good examples of its use are on d2_coast_10
after killing the gunship, and on d2_coast_11
when the vortigaunt tells the player to follow. This entity is not available in or .
Contents
Flags
AI_LeadGoal:
- 1: No def success
- 2: No def failure
- 4: Use goal facing
Todo: Clarify what these do?
Keyvalues
AI_LeadGoal:
- Target Entity (goal)
(???)
<targetname> - The name of the entity that the NPC will lead the player to (i.e. an
info_target
).
- Point to wait at if the target's not visible (WaitPointName)
(???)
<targetname> - If the NPC loses line-of-sight to the player, it will return to this entity (i.e. an
info_target
).
- Wait until player gets this close (WaitDistance)
(???)
<float> - The player must be within this distance of the NPC before the NPC initially begins leading them.
- Lead Distance (LeadDistance)
(???)
<float> - The player is considered to be too far behind if they're beyond this distance. Past this distance, the leader will nag the player to hurry up.
- Retrieve Distance (RetrieveDistance)
(???)
<float> - The distance from the player that the NPC should return to when retrieving a lagging player. Must be between ('Lead Distance' + 24) and ('Lead Distance' * 4) to avoid the leader ping-ponging.
- Success Distance (SuccessDistance)
(???)
<float> - The distance from the player (to the NPC) that the player must be within for the Lead to succeed, once the NPC has reached the goal. If set to 0, it'll use the lead distance instead (for legacy support).
- Run instead of Walk (Run)
(???)
<choices> - Should the NPC run instead of walk?
- 1: No
- 2: Yes
- Retrieve player? (Retrieve)
(???)
<choices> - Retrieve player?
- 1: No, just idle and wait
- 2: Yes, move to retrieve
- Before Coming Back, Wait for Speech? (ComingBackWaitForSpeak)
(???)
<choices> - Before Coming Back, Wait for Speech?
- 1: No, come back while speaking
- 2: Yes, wait for speech to finish
- On Retrieve, Wait for Speech? (RetrieveWaitForSpeak)
(???)
<choices> - On Retrieve, Wait for Speech?
- 1: No, start leading while speaking
- 2: Yes, wait for speech to finish
- Speak start greeting? (DontSpeakStart)
(???)
<choices> - On Retrieve, Wait for Speech?
- 1: No, don`t speak the greeting
- 2: Yes, speak the greeting
- Leading during combat? (LeadDuringCombat)
(???)
<choices> - Leading during combat?
- 1: No. Stop to fight, resume leading when safe
- 2: Yes, lead while fighting.
- Gag leader? (GagLeader)
(???)
<choices> -
- 1: No. Speak lead concepts normally, respecting other lead speech settings.
- 2: Yes, don't speak any lead concepts at all, overriding all other lead speech settings.
- Attract player concept modifier (AttractPlayerConceptModifier)
(???)
<string> - Appended to the keyvalues passed into the response rules when the
TLK_LEAD_ATTRACTPLAYER
concept is spoken.
- Player wait over concept modifier (WaitOverConceptModifier)
(???)
<string> - Appended to the keyvalues passed into the response rules when the
TLK_LEAD_WAITOVER
concept is spoken.
- Arrival concept modifier (ArrivalConceptModifier)
(???)
<string> - Appended to the keyvalues passed into the response rules when the
TLK_LEAD_ARRIVAL
concept is spoken.
- Post-arrival concept modifier (PostArrivalConceptModifier)
(???)
<string> - Confirm:Seems to not be fully implemented?
- Success concept modifier (SuccessConceptModifier)
(???)
<string> - Appended to the keyvalues passed into the response rules when the
TLK_LEAD_SUCCESS
concept is spoken.
- Failure concept modifier (FailureConceptModifier)
(???)
<string> - Appended to the keyvalues passed into the response rules when the
lead_fail
concept is spoken.
- Coming Back concept modifier (ComingBackConceptModifier)
(???)
<string> - Appended to the keyvalues passed into the response rules when the
TLK_LEAD_RETRIEVE
concept is spoken. Spoken as the NPC starts returning to the player to retrieve them.
- Retrieve concept modifier (RetrieveConceptModifier)
(???)
<string> - Appended to the keyvalues passed into the response rules when the
TLK_LEAD_COMINGBACK
concept is spoken. Spoken when NPC has finally reached the player to retrieve them.
AI_GoalEntity:
- Actor(s) to affect
(actor)
<target_name_or_class> - The targetname or classname of any NPCs that will be included in this goal. Wildcards are supported.
- Search Type
(SearchType)
<choices> - What the Actor(s) to affect keyvalue targets by.
- 0: Entity Name
- 1: Classname
- Start Active
(StartActive)
<boolean> - Set if goal should be active immediately.
Base:
- Parent
(parentname)
<targetname> - Maintain the same initial offset to this entity. An attachment point can also be used if separated by a comma at the end. (
parentname [targetname],[attachment]
)Tip:Entities transition to the next map with their parentsTip:phys_constraint
can be used as a workaround if parenting fails.
- Origin (X Y Z)
(origin)
<coordinates> - The position of this entity's center in the world. Rotating entities typically rotate around their origin.Note:Hammer does not move the entities accordingly only in the editor.
- Pitch Yaw Roll (X Y Z)
(angles)
<angle> - 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.
- Classname
(classname)
<string> !FGD - Determines the characteristics of the entity before it spawns. Tip:Changing this on runtime still has use, like making matching an entry in S_PreserveEnts will persist the entity on new rounds!
- Spawnflags
(spawnflags)
<flags> !FGD - Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
- Effects
(effects)
<flags> !FGD - Combination of effect flags to use.
- Entity Scripts
(vscripts)
<scriptlist> (in all games since ) (also in ) - 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. Scripts executed on the worldspawn entity will be placed in root scope.
- Think function
(thinkfunction)
<string> (in all games since ) (also in ) - Name of the function within this entity's script that'll be called automatically every 100 milliseconds, or a user-defined interval if the function returns a number. Avoid expensive operations in this function, as it may cause performance problems.
- Lag Compensation
(LagCompensate)
<boolean> (in all games since ) !FGD - Set to Yes to lag compensate this entity. Should be used very sparingly!
- Is Automatic-Aim Target
(is_autoaim_target)
<boolean> (in all games since ) !FGD - If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs.
Inputs
AI_LeadGoal:
SetSuccess
- Notify success of leading. Not required, use only if the standard code for detecting success does not meet your needs or fails.
SetFailure
- Notify failure of leading. Note:Not implemented.
AI_GoalEntity:
Activate
- Make the goal active if it wasn't already. NPCs will begin taking orders.
Deactivate
- Make goal inactive.
UpdateActors
!FGD- Tell the goal entity to re-check Actor(s) to affect in case any disappeared, or any new NPCs spawned.[confirm]
Base:
AddContext
<string>- Adds to the entity's list of response contexts. See Context.
AddOutput
<string>- Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
|
ClearContext
- Removes all contexts from this entity's list.
ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1
toFireUser4
- Fires the respective
OnUser
outputs; see User Inputs and Outputs.
Kill
- Removes this entity and any entities parented to it from the world.
KillHierarchy
- Functions the same as
Kill
, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKill
input.
RemoveContext
<string>- Remove a context from this entity's list. The name should match the key of an existing context.
SetParent
<string>- Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment
<string>- 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.
SetParentAttachmentMaintainOffset
<string>- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
DispatchResponse
<string> !FGD- Dispatches a response to the entity. See Response and Concept.
DispatchEffect
<string> (removed since ) !FGD- Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since .
RunScriptFile
<script> (in all games since ) (also in )- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode
<string> (in all games since ) (also in )- 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 Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.Fix:Remove the string argument manually with a text editor.
CallScriptFunction
<string> (in all games since ) (also in ) !FGD- Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope
(only in ) !FGD- Destroys the script scope of the receving entity.
SetLocalOrigin
<coordinates> (in all games since ) !FGD- 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.
Outputs
AI_LeadGoal:
OnArrival
- Fired when NPC reaches the lead point. (Player may still be behind)
OnArrivalDone
- Fired when NPC has played out any arrival speech.
OnSuccess
- Fired when NPC achieves the goal.
OnFailure
- Fired when NPC fails to achieve the goal.
OnDone
- Fired when NPC completes behavior (any post-success or fail acting is complete).
Base:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.
See also
ai_goal_lead_weapon
, a special version of the entity.