Cleanup is going to take awhile, so the site is back up but editing has been disabled.
Ai Goal Follow
From HalfLife 2 Knowledge Base
Contents |
[edit]
Description
A point entity that causes one NPC or group of NPCs to follow another entity. Set the Actor property to the name (or classname) of the entity you'd like to affect, and set the Target to the name of another entity in the map. If you opt for this entity not to start active, or if the target is a player, you should send it an Activate input.
[edit]
Proprieties
- Name targetname(target_source)
The name of this entity. Allows other entities in the map to reference this one, as for inputs or parenting. - Actor(s) to affect actor(target_name_or_class)
The name or classname of an NPC or group of NPCs who should follow the target. - Target Entity goal(string)
The name of an entity that the actors should follow. - Search Type SearchType(choices)
Whether the Actor property is set to a name or a classname. - Start Active StartActive(choices)
Whether the actor should be told to follow the target when the map begins. - Maximum state MaximumState(choices)
- 1 - Idle - The actor will only follow the target if he isn't alerted or in combat.
- 2 - Alert - The actor will only follow the target if he isn't in combat.
- 3 - Combat - The actor will follow the target allways.
- Formation Formation(choices)
Preset pattern of how the Actors should follow the Target.
[edit]
Inputs
- Kill
Completely removes this entity. - KillHierarchy
Completely removes this entity and any of its children in the parenting hierarchy. - AddOutput
Adds a new output to this entity. Let the parameter override be of the format NewOutput Target:Input:Parameter:Delay:TimesToFire. - FireUser1
Causes this entity to fire its OnUser1 output. - FireUser2
Causes this entity to fire its OnUser2 output. - FireUser3
Causes this entity to fire its OnUser3 output. - FireUser4
Causes this entity to fire its OnUser4 output. - Activate
Cause the actors to begin following their target. - Deactivate
Cause the actors to stop following their target.
[edit]
Outputs
- OnUser1
Fired only when this entity receives a FireUser1 input.
- OnUser2
Fired only when this entity receives a FireUser2 input.
- OnUser3
Fired only when this entity receives a FireUser3 input.
- OnUser4
Fired only when this entity receives a FireUser4 input.

