From Valve Developer Community
ai_goal_standoffis a point entity available in all Source games. This entity enables NPCs to take part in standoffs - they will attack more tactically, take cover frequently, and possibly wait for the player to lead forward.
- Aggressiveness (Aggressiveness)
- How aggressive will NPCs behave? Generally, higher aggression means more risk-taking and attacking for longer periods of time.
Literal value Description Take cover to reload Min time wait to shoot Max time wait to shoot Min shots in a burst Max shots in a burst Odds cover on damage Enemy hides abandon time 0 Very Low Yes 4 8 2 4 50/100 30 1 Low Yes 2 5 3 5 25/100 20 2 Medium Yes 0.6 2.5 3 6 25/100 10 3 High Yes 0.2 1.5 5 8 10/100 10 4 Very High No 0 0 100 100 0/100 5 5 !FGD Custom/Default Yes 1.5 2.5 1 3 25/100 0
- Reaction to tactical change (HintGroupChangeReaction)
- Defines how biased NPCs should be to finding cover when the status of the standoff changes. The ways the status can change include the battle line/player moving, NPCs dying, hint group changes, and the
- 0: Move when ready (default AI) - Act as normal.
- 1: Move when seek cover - Move when cover is necessary.
- 2: Move immediately - Move to a different position always.
- Player battleline (PlayerBattleline)
- Friendly NPCs will use the player as a battle line.
- Stay at cover location (StayAtCover)
- If current cover is suitable, don't advance.
- Abandon if enemies hide (AbandonIfEnemyHides)
- If NPCs have seen no enemies for a set amount of time, they'll consider the standoff to be over.
The FGD says these keyvalues are disabled in code, but that is not true (in fact, Valve uses them). These will override the numbers in the Custom/Default row in the table above.
- Take cover to reload (CustomCoverOnReload)
- When reloading, NPCs will take cover.
- Min time wait to shoot (CustomMinTimeShots)
- Minimum time between bursts of shots.
- Max time wait to shoot (CustomMaxTimeShots)
- Maximum time between bursts of shots.
- Min shots in a burst (CustomMinShots)
- Minimum number of bullets in a burst of shots.
- Max shots in a burst (CustomMaxShots)
- Maximum number of bullets in a burst of shots.
- Odds cover on damage (CustomOddsCover)
- When an NPC is damaged, this is the percent of the time in which they will immediately take cover.
- Actor(s) to affect (actor)
- The targetname or classname of any NPCs that will be included in this goal. Wildcards are supported.
- Search Type (SearchType)
- What the Actor(s) to affect keyvalue targets by.
- 0: Entity Name
- 1: Classname
- Start Active (StartActive)
- Set if goal should be active immediately.
- The classname defines the type of entity. Classnames can be changed using
AddOutput, which will influence how the engine deals with the entity in certain circumstances.
- The name that other entities refer to this entity by.
- Global Entity Name
- Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
- 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. Every entity can be parented, even point entities. Entities which are parented will be forced to transition to the next map, such as from a
trigger_transition. Some entities which aren't intended to be parented may not function correctly.
phys_constraintcan be used as a workaround to parenting.
- Origin (X Y Z)
- The position of this entity's center in the world. Rotating entities typically rotate around their origin.
- Pitch Yaw Roll (X Y Z)
- 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.
- Toggles features of an entity, its specific number is determined by the combination of flags added.
- Response Contexts
- Pre-defined response system contexts for this entity. Format is
key:value,key:value,.... Contexts may be filtered.
- Combination of effect flags to use.
- Local Time
- The local time of the entity, independent of the global clock. Used mainly for physics calculations.
- Next Think
- Amount of time before the entity thinks again.
- Hammer ID
- The entity's Hammer ID. Mainly used by plugins and debugging commands, such as
ent_keyvalue. Can be manually assigned with the "hammerid" or "id" keyvalue. Entities spawned at run-time are not assigned any Hammer ID.
- Disable for Xbox 360
- If Yes, disables this entity on the Xbox 360 version of Source.
- Entity Scripts
- 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
- 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. Try to avoid expensive operations in this function, as it may cause performance problems.
- Lag Compensation
- Set to Yes to lag compensate this entity. Should be used very sparingly!
- Is Automatic-Aim Target
- If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs.
- Changes the value of Aggressiveness.
- Make the goal active if it wasn't already. NPCs will begin taking orders.
- Make goal inactive.
- Tell the goal entity to re-check Actor(s) to affect in case any disappeared, or any new NPCs spawned.[confirm]
- Removes this entity and any entities parented to it from the world.
- Functions the same as
Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster than
- Move with this entity. See Entity Hierarchy (parenting).
- 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.
- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
- Evaluates a keyvalue/output on this entity.
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
- Fire the
OnUseroutputs; see User Inputs and Outputs.
- Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
- Dispatches a special effect from the entity's origin. Removed and replaced entirely by the particle system since .
- Dispatches a response to the entity. See Response and Concept.
- Adds to the entity's list of response contexts. Format is
- Remove a context from this entity's list. The name should match the key of an existing context.
- Removes all contexts from this entity's list.
- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
- 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: In , the code is executed in the script scope of the entity that fires the output, not the one receiving the input.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.
- Execute a VScript function in the scope of the receiving entity.
- 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.
- Set this entity's angles.
- These outputs each fire in response to the firing of the like-numbered
FireUser4Input; see User Inputs and Outputs.