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ai_goal_follow

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Ai goal follow.png

ai_goal_follow is a point entity available in all Source Source games except Left 4 Dead series Left 4 Dead series.

class hierarchy
CAI_FollowGoal defined in ai_behavior_follow.cpp
CAI_GoalEntity
CBaseEntity


It makes the target NPCs follow another object or the player at a configurable distance. NPCs may react in some way if they can't path to their leader.

Note.pngNote:NPCs do not intelligently follow their leader. They will simply walk or run depending on distance directly towards it. If the followers happen to block a path, they will not move out of the way and the leading NPC will eventually give up trying to path. (Depends on Formation.)

ConVars/Commands

Cvar/CommandParameters or default valueDescriptorEffect
ai_debug_follow00 disables, 1 enablesTells when an NPC is having trouble following their leader. Requires developer 1. Does not function. [confirm]
ai_follow_use_points10 disables, 1 enables
Todo: Effect description.
ai_follow_use_points_when_moving10 disables, 1 enables
Todo: Effect description.

Keyvalues

Name (targetname) <string>
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Target Entity (goal) <string>
The name of the entity that the NPCs should follow. If this value is blank, NPCs will follow the player, if they are friendly towards them.
Formation (formation) <choices>
How close to the target the NPCs should follow.
  • 0: Close circle
  • 1: Medium Circle
  • 2: Wide circle
  • 3: Sidekick (mostly same as Medium Circle, but a bit looser range (120 to 160 units) and tries to keep LOS to the follow target. Used by Alyx for the majority of EP2)
  • 4: Vortigaunt (mostly same as Sidekick, but operates more freely in combat (can chase enemies within a larger range from the follow target). Used by the Lone Vort in EP2)

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.

Inputs

OutsideTransition  (in all games since Half-Life 2: Episode One) !FGD
Usually this is automatically done by a trigger_transition when the map changes, but it can be done manually as well. It sends the entity into a "dormant" state where it is disabled even though the entity may still think it is active. This is done in the case that the player decides to go back to a previous map, where the entity will then become non-dormant again and ensure NPCs continue to follow. Only available for the HL2 Episodes and Portal.

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]