assault_assaultpoint

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<Half-Life 2> assault_assaultpoint is a point entity available in the Half-Life 2 series.

Entity description

Assault assaultpoint.png

These entities form the body of an assault chain, specifying where the assault should go once it has begun. There can be any number of them in each chain. Make sure you are using ai nodes, otherwise you will have to have an assaultpoint for literally every corner in your path. (Ideally, have just one assaultpoint at the final destination.)

Notes

Bug.png Bug: Specifying an assault_rallypoint as the next assault point will crash the game.
Bug.png Bug: When moving to an assault point partway through a chain, the NPC will go to the standing posture for a moment before continuing. This bug is fixed in the HL2 Episodes.
Note.png Note: Unfortunately, there's no keyvalue to define a range at which an assaultpoint can be considered cleared. This means that if you have a large group of NPCs in an assault, the fact that they will continually attempt to move directly onto an assaultpoint, even if another NPC is standing there, can also break the illusion of realistic movement. Try making a trigger around your assaultpoint (once or multiple) that sends your assaultpoint a SetForceClear input with a fair delay time to make sure everyone is still grouped together.
Note.png Note: Assault points only affect the journey to them, not from them.
Note.png Note: NPCs will always turn to face in the direction the entity is set to when arriving at an assault point if they don't see an enemy before reaching the point. You can change the direction, indicated by a small yellow line, by changing the middle number of the Pitch Yaw Roll keyvalue.
Tip.png Tip: Naming assault points the same name will cause NPCs to randomly select one.

Keyvalues

Assault Hint Group <string>
Constrain the movement of the NPC(s) participating in the assault to this hint group once assault has begun.


Next assault point (optional) <targetname>
The assault_assaultpoint to move to next.


Assault time out <float>
This point is cleared when no enemies are seen for this long (specified in seconds). The NPC(s) at this assault point will scout for enemies this long before moving on.


Clear on contact with enemies <boolean>
If the assaulting NPC meets enemies on its way to this point, it will consider the assault point cleared and target the next assault point in the chain.


Allow diversion <boolean>
If the assault comes into contact with hostiles on the way to this assault point, divert to kill them and resume once the area appears clear.
  • If it set to Yes, NPCs will chase any hostiles until they are dead or out of sight for the period set in the Assault time out.
  • If this is set to No, assaulting NPCs will run non-stop to the next point, attacking enemies they can see but not chasing them.


Diversion Proximity <float>
If is set, NPC will only divert from assault to attack an enemy that is within this distance of the assault point. 0 means no limit.


Never Timeout <boolean>
If set, the assault never ends for NPCs assaulting this point. Useful for forcing NPCs back to a point.


Strict? <boolean>
If set, NPCs may not move to attack, avoid danger, or move out of the player's way.


Force Crouch <boolean>
NPCs using this assault point are forced into crouching while holding it.
Bug.png Bug: This only works for NPCs that crouch as part of their natural ai. EX: Alyx and Combine Soldiers.


Urgent <boolean>
If set, NPCs will consider movement to this rally point as Urgent Navigation (ignoring prop_physics blockers, eventually teleporting).


Angles:

Pitch Yaw Roll (Y Z X) (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.


Parentname:

Parent (parentname) <targetname>
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.


Targetname:

Name (targetname) <string>
The targetname that other entities refer to this entity by.
Entity Scripts (vscripts) <scriptlist> (in all games since <Left 4 Dead 2>)
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 (thinkfunction) <string> (in all games since <Left 4 Dead 2>)
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.
Note.png Note: Try to avoid expensive operations in this function, as it may cause performance problems.

Flags

  • 1 : Clear this point upon arrival, UNCONDITIONALLY
Move on to the next point once reaching this one, regardless of any other influences.

Inputs

SetClearOnContact <boolean>
Sets the Clear on Contact with enemies keyvalue. Accepts 1/0 or Yes/No as parameters.
SetAllowDiversion <boolean>
Sets the Allow Diversion keyvalue. Accepts 1/0 or Yes/No as parameters.
SetForceClear <boolean>
Set the Force Clear flag. NPCs who are currently running to the assault point will Clear it immediately. NPCs who acquire it in the future will Clear it automatically.


Parentname:

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.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.

Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and its children from the world.
Note.png Note: Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than Kill.
AddOutput <string>
Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
KV Format: <key> <value>
I/O Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
Use  !FGD
Same as a player invoking +use; may not do anything depending on the entity. Can also be invoked by firing an output that does not specify an input.
RunScriptFile <script> (in all games since <Left 4 Dead 2>)
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 <Left 4 Dead 2>)
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.png Bug: In <Left 4 Dead 2>, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning.png 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.
CallScriptFunction <string> (in all games since <Left 4 Dead 2>) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin <coordinates> (in all games since <Alien Swarm>) !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.
SetLocalAngles <angles> (in all games since <Alien Swarm>) !FGD
Set this entity's angles.

Outputs

Targetname:

OnUser1 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (only in <Left 4 Dead> <Left 4 Dead 2>)
This output fires when the entity is killed and removed from the game.
OnArrival
Fires when a NPC arrives. (activator is the NPC)
Tip.png Tip: This can fire more than once since NPCs tend to divert from assault points to reload or avoid danger.
OnAssaultClear
Fires when the point is cleared.

See also