ai_relationship
(Redirected from Relationships)
ai_relationship
is a point entity available in all Source games.
ai_relationship | |
---|---|
Type | Point entity |
Engine | Source |
Availability | All games except: Half-Life: Source Left 4 Dead series |
It sets a relationship type between two parties. These parties can be an NPC, an NPC class, or the player(s). Any object descending from CBaseCombatCharacter
can have relationships, most notably NPCs and players.
Contents
Dispositions:
Name | Description |
---|---|
Hate (D_HT) | Considers the target an enemy. Most NPCs will attack if possible, although NPCs that cannot attack may flee instead. |
Fear (D_FR) | Tries to avoid/flee from the target. Behavior varies across NPCs. Most NPCs will just run to cover out of the target's sight while NPCs with ranged weapons may run away while shooting at the feared enemy. Bug:The trace code used by melee damage doesn't detect D_FR entities and therefore NPCs can't use melee attacks against them. (they may try, but they won't do any damage)
|
Like (D_LI) | Considers the target a friend. NPCs will never intentionally attack these targets and NPCs with bits_CAP_FRIENDLY_DMG_IMMUNE (e.g. citizens) will not take any damage from NPCs or players that have this disposition towards them. Note:Only the disposition of the NPC that deals the damage is considered by
bits_CAP_FRIENDLY_DMG_IMMUNE . If a citizen friendly to the player (citizen D_LI to the player) is attacked by a player that doesn't consider them friendly (player not D_LI to the citizen), they will take damage and may not retaliate without additional programming. Code:
bits_CAP_FRIENDLY_DMG_IMMUNE can be added to a NPC with AddCapabilities and is usually appended in an NPC's Spawn() function, although it can be toggled at any time. |
Neutral (D_NU) | Considers a target neutral. NPCs usually won't consider these targets at all, or at least not care about them as enemies or as allies. This is used for fauna like crows. Tip:Making a
npc_citizen neutral to the player (but not the other way around) is used to prevent them from joining the player's squad. |
Error (D_ER) | This "error" disposition is used internally to determine if something went wrong in a relationship. Should not be used. NPC behavior mostly equivalent to neutral.[confirm] |
Note:While
ai_relationship
does not exist in Half-Life: Source , the SetRelationship
input works.
Flags
- 1: Notify subject of target's location
- 2: Notify target of subject's location
Keyvalues
- Subject(s) (subject)
(???)
<target_name_or_class> - The targetname or classname of the NPCs whose disposition will change.
- Subject Class (subjectclass)
(???)
<classname> (in all games since ) - As above, for classnames only.
- Target(s) (target)
(???)
<target_name_or_class> - The targetname or class name of the NPCs about whom the subject(s) will change their disposition towards. Tip:Use
!player
for the player.
- Target Class (targetclass)
(???)
<classname> (in all games since ) - As above, for classnames only.
- Disposition (disposition)
(???)
<choices> - The way the subject(s) should feel about the target(s)
- Hate
- Fear
- Like
- Neutral
- Radius for subject (radius)
(???)
<float> - Only NPCs within this distance of the entity will have their dispositions changed.
- Disposition Priority (rank)
(???)
<integer> - How much the subject(s) should Like/Hate/Fear the target(s). Higher priority = stronger feeling.
- Start Active (StartActive)
(???)
<boolean> - Apply this relationship as soon as the entity spawns?
- Reciprocal (Reciprocal)
(???)
<boolean> - Make the new disposition apply to the targets as well as the subjects.
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 parentsTip: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!
- Spawnflags
(spawnflags)
<flags> !FGD - Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
- Effects
(effects)
<flags> !FGD - Combination of effect flags to use.
- Entity Scripts
(vscripts)
<scriptlist> (in all games since ) (also in ) - 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. Scripts executed on the worldspawn entity will be placed in root scope.
- Think function
(thinkfunction)
<string> (in all games since ) (also in ) - Name of the function within this entity's script that'll be called automatically every 100 milliseconds, or a user-defined interval if the function returns a number. Avoid expensive operations in this function, as it may cause performance problems.
- Lag Compensation
(LagCompensate)
<boolean> (in all games since ) !FGD - Set to Yes to lag compensate this entity. Should be used very sparingly!
- Is Automatic-Aim Target
(is_autoaim_target)
<boolean> (in all games since ) !FGD - If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs.
Inputs
ApplyRelationship
- Applies relationship changes. This will change all subject entities' relationships to all target entities. Note:Once you fire
ApplyRelationship
, the entity is on until you send aRevertRelationship
orRevertToDefaultRelationship
input. During the time any entities that spawn who match the subject or target names will be affected.Warning:Unpredictable results may occur when two ai_relationship entities refer to the same set or subset of target or subject entities. This situation should be avoided.
RevertRelationship
- Reverts relationship changes to what the relationship of the first one was at the time the
ApplyRelationship
input was called (or when this ai_relationship was spawned if Start Active is set).
RevertToDefaultRelationship
- Reverts relationship changes to the entities' default relationships, completely returning control of affected relationships to the code.
Base:
AddContext
<string>- Adds to the entity's list of response contexts. See Context.
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:
// 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.
DispatchResponse
<string> !FGD- Dispatches a response to the entity. See Response and Concept.
DispatchEffect
<string> (removed since ) !FGD- Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since .
RunScriptFile
<script> (in all games since ) (also in )- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode
<string> (in all games since ) (also in )- 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 Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.Fix:Remove the string argument manually with a text editor.
CallScriptFunction
<string> (in all games since ) (also in ) !FGD- Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope
(only in ) !FGD- Destroys the script scope of the receving entity.
SetLocalOrigin
<coordinates> (in all games since ) !FGD- 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.
Outputs
Base:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.