ai_ally_manager
(Redirected from Ai ally manager debug)


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ai_ally_manager
is a point entity available in the Half-Life 2 series. It monitors the number and type of npc_citizen
allies and responds accordingly. When this entity receives a Replenish
input, it will count the number of allies and send outputs based on how many allies are needed to match this entity's keyvalues. Also fires an output when all allies and/or all medics are dead.
Notes:
- Outputs can be used for purposes aside from spawning more NPCs.
- More than one
ai_ally_manager
can exist. - Won't count more than 10 allies.
This entity is also in the code for . Its functionality is not guaranteed.
Contents
ConVars/Commands
ConVar/Command | Parameters or default value | Descriptor | Effect |
---|---|---|---|
ai_ally_manager_debug | 0 | 0 disables, 1 enables | Periodically prints the count of allies and medics to the console. Requires developer 1 . |
Keyvalues
- Maximum number of allies (maxallies) <integer>
- Maximum number of allies.
- Maximum number of medics (maxmedics) <integer>
- Maximum number of allies that are medics.
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 parents

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!
- Flags
(spawnflags)
<integer> !FGD - Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
Inputs
SetMaxAllies
<integer>- Set maximum number of allies.
SetMaxMedics
<integer>- Set maximum number of medic allies.
Replenish
- Spawn more allies as requested by the keyvalues.
Base:
AddContext
<string>- Adds to the entity's list of response contexts. Format is
<key>:<value>
.
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:
Syntax:
// 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.
Outputs
OnZeroAllies
- Fired when there are no more allies.
OnZeroMedicAllies
- Fired when there are no more medics left.
SpawnAlly0
toSpawnAlly9
- Fired when allies 0 to 9 spawn.
SpawnMedicAlly
- Fired when a medic ally spawns.
Base:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.