Difference between revisions of "Template:KV LeadGoalBase"

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(Filled in some of the To Do information and fixed incorrect Target Entity description and typo.)
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{{KV|Target Entity|string|The name of the entity that the NPC will lead the player to (i.e. an [[info_target]]).}}
 
{{KV|Target Entity|string|The name of the entity that the NPC will lead the player to (i.e. an [[info_target]]).}}
  
{{KV|Point to wait at if the target's not visible|target_destination|If the NPC loses line-of-sight to the player, it will return to this entity (i.e. an [[info_target]].)}}
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{{KV|Point to wait at if the target's not visible|target_destination|If the NPC loses line-of-sight to the player, it will return to this entity (i.e. an [[info_target]]).}}
  
 
{{KV|Wait until player gets this close|float|The player must be within this distance of the NPC before the NPC initially begins leading them.}}
 
{{KV|Wait until player gets this close|float|The player must be within this distance of the NPC before the NPC initially begins leading them.}}

Revision as of 19:57, 25 February 2015

Targetname:

Name (targetname) <string>
The targetname that other entities refer to this entity by.
Entity Scripts (vscripts) <scriptlist> (New with 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> (New with 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:Try to avoid expensive operations in this function, as it may cause performance problems.

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.
Actor(s) to affect <target_name_or_class>
The name of the NPC that will lead the player.
Target Entity <string>
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 <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 <float>
The player must be within this distance of the NPC before the NPC initially begins leading them.
Lead Distance <float>
The player is considered to be lagging if he's beyond this distance.
Retrieve Distance <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 <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 <choices>
Should the NPC run instead of walk?
  • 1 : No
  • 2 : Yes
Retrieve player? <choices>
Retrieve player?
  • 1 : No, just idle and wait
  • 2 : Yes, move to retrieve
Before Coming Back, Wait for Speech? <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? <choices>
On Retrieve, Wait for Speech?
  • 1 : No, start leading while speaking
  • 2 : Yes, wait for speech to finish
Speek start greeting? <choices>
On Retrieve, Wait for Speech?
  • 1 : No, don`t speak the greeting
  • 2 : Yes, speak the greetig
Leading during combat? <choices>
Leading during combat?
  • 1 : No. Stop to fight, resume leadng when save
  • 2 : Yes, lead while fighting.
Gag leader? <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 <string>
Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_ATTRACTPLAYER' concept is spoken.
Player wait over concept modifier <string>
Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_WAITOVER' concept is spoken.
Arrival concept modifier <string>
Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_ARRIVAL' concept is spoken.
Post-arrival concept modifier <string>
Success concept modifier <string>
Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_SUCCESS' concept is spoken.
Failure concept modifier <string>
Appended to the keyvalues passed into the response rules when the 'lead_fail' concept is spoken.
Coming Back concept modifier <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 him.
Coming Back concept modifier <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 him.
Retrieve concept modifier <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 him.