assault_rallypoint
		
		
		
		
		
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|  Class hierarchy | 
|---|
| CRallyPoint | 
|  ai_behavior_assault.cpp | 

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

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January 2024
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 that are relevant to the context within the existing text.January 2024
It specifies a point used to rally NPCs for assault behavior. Used with either an ai_goal_assault or the Assaultinput available on some NPCs. All assaults begin at an assault_rallypoint. NPCs move to these points when cued for an assault, optionally waiting here, before commencing the assault by heading to an assault_assaultpoint.
Limitations and bugs
- A rallypoint can only serve one NPC per assault. If multiple NPCs are required to assault at the same time, each needs their own rallypoint. There may be a solution to this but it is not yet documented. Use of wildcards can make the assignment of individual NPCs to individual rallypoints easier.
- NPCs will always turn to face in the direction the entity is set to when arriving at a rally point. This is might look unnatural in some cases.
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentnameortarget).
 Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Priority (priority) <integer>
- How appealing the rallypoint will be. When an NPC receives the Assaultinput, it will select a suitable rallypoint from those available to it, preferring the one with the highest Priority value. If the Priority is the same between any rallypoints, the closest one will be chosen.
- Assault Point (assaultpoint) <targetname>
- The first assault_assaultpoint in the chain to move to as the assault begins.
- Assault Delay (assaultdelay) <float>
- The amount of time to wait here once the assault cue has been given, before moving to the first assault_assaultpoint.
- Rally Sequence (rallysequence) <string>
- Set a specific animation sequence for NPCs waiting to begin the assault, overriding the wait activity of the NPC.
- Force Crouch (forcecrouch) <boolean>
- NPCs using this assault point are forced into crouching while holding it.
- Urgent (urgent) <boolean>
- If set, NPCs will consider movement to this rally point as Urgent Navigation (ignoring prop_physics blockers, eventually teleporting).
- Should Point Lock (lockpoint)  <boolean> (in all games since  ) !FGD ) !FGD
- Should this point be considered unusable by other NPCs once one has "claimed" it?[confirm]
- 0: No
- 1: Yes
Outputs
- OnArrival
- Fires when the NPC arrives.
























