ai_goal_lead
Class hierarchy |
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CAI_LeadGoal |
ai_behavior_lead.cpp
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ai_goal_lead
is a point entity available in all Source games except Left 4 Dead series.
It makes an NPC attempt to lead the player to a target. If the player doesn't follow or lags behind, the NPC will wait for the player or attempt to "retrieve" them. This entity has many options to control its behavior, including extra Response System support. Good examples of its use are on d2_coast_10
after killing the gunship, and on d2_coast_11
when the vortigaunt tells the player to follow.
Contents
Flags
AI_LeadGoal:
- 1: No def success
- 2: No def failure
- 4: Use goal facing
Todo: Clarify what these do?
Keyvalues
- Name
(targetname)
<string> - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
AI_LeadGoal:
- Target Entity
(goal)
<targetname> - 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
(WaitPointName)
<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
(WaitDistance)
<float> - The player must be within this distance of the NPC before the NPC initially begins leading them.
- Lead Distance
(LeadDistance)
<float> - The player is considered to be too far behind if they're beyond this distance. Past this distance, the leader will nag the player to hurry up.
- Retrieve Distance
(RetrieveDistance)
<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
(SuccessDistanc))
<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
(Run)
<choices> - Should the NPC run instead of walk?
- 1: No
- 2: Yes
- Retrieve player?
(Retrieve)
<choices> - Retrieve player?
- 1: No, just idle and wait
- 2: Yes, move to retrieve
- Before Coming Back, Wait for Speech?
(ComingBackWaitForSpeak)
<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?
(RetrieveWaitForSpeak)
<choices> - On Retrieve, Wait for Speech?
- 1: No, start leading while speaking
- 2: Yes, wait for speech to finish
- Speak start greeting?
(DontSpeakStart)
<choices> - On Retrieve, Wait for Speech?
- 1: No, don`t speak the greeting
- 2: Yes, speak the greeting
- Leading during combat?
(LeadDuringCombat)
<choices> - Leading during combat?
- 1: No. Stop to fight, resume leading when safe
- 2: Yes, lead while fighting.
- Gag leader?
(GagLeader)
<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
(AttractPlayerConceptModifier)
<string> - Appended to the keyvalues passed into the response rules when the
TLK_LEAD_ATTRACTPLAYER
concept is spoken. - Player wait over concept modifier
(WaitOverConceptModifier)
<string> - Appended to the keyvalues passed into the response rules when the
TLK_LEAD_WAITOVER
concept is spoken. - Arrival concept modifier
(ArrivalConceptModifier)
<string> - Appended to the keyvalues passed into the response rules when the
TLK_LEAD_ARRIVAL
concept is spoken. - Post-arrival concept modifier
(PostArrivalConceptModifier)
<string> - Confirm:Seems to not be fully implemented?
- Success concept modifier
(SuccessConceptModifier)
<string> - Appended to the keyvalues passed into the response rules when the
TLK_LEAD_SUCCESS
concept is spoken. - Failure concept modifier
(FailureConceptModifier)
<string> - Appended to the keyvalues passed into the response rules when the
lead_fail
concept is spoken. - Coming Back concept modifier
(ComingBackConceptModifier)
<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 them. - Retrieve concept modifier
(RetrieveConceptModifier)
<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 them.
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
AI_LeadGoal:
SetSuccess
- Notify success of leading. Not required, use only if the standard code for detecting success does not meet your needs or fails.
SetFailure
- Notify failure of leading. Note:Not implemented.
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]
Outputs
AI_LeadGoal:
OnArrival
- Fired when NPC reaches the lead point. (Player may still be behind)
OnArrivalDone
- Fired when NPC has played out any arrival speech.
OnSuccess
- Fired when NPC achieves the goal.
OnFailure
- Fired when NPC fails to achieve the goal.
OnDone
- Fired when NPC completes behavior (any post-success or fail acting is complete).
See also
ai_goal_lead_weapon
, a special version of the entity.