Ai relationship

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Revision as of 20:27, 3 July 2005 by Sgtsanity (talk | contribs) (add AI category)
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AI Relationship - Sets relationships between groups of NPCs in the AI.


Name targetname <target_source> The name that other entities refer to this entity by.

Subject(s) subject <target_name_or_class> This is the NPC(s) whose disposition will change. May be a targetname or a classname.

Target(s) target <target_name_or_class> This is the NPC(s) about whom the Subject(s) will change their disposition. May be a tarGetname or a classname.

Disposition disposition <choices> Choose the way the Subject(s) should feel about the Target(s)

Radius for subject radius <float>

Disposition Priority rank <integer> How much the Subject(s) should Like/Hate/Fear the Target(s). Higher priority = stronger feeling.

Start Active StartActive <choices>

Reciprocal Reciprocal <choices> Set this to YES to have the new relationship mirrored by Target


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.

ApplyRelationship Apply relationship changes

RevertRelationship Revert relationship changes


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.