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Ai goal assault

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ai_goal_assault

Half-Life 2 Point Entity


description

AI Goal Assault


properties

  • Name targetname(target_source)
    The name that other entities refer to this entity by.
  • Actor(s) to affect actor(target_name_or_class)
    NPC's that should perform this assault
  • Rally Point Set rallypoint(target_destination)
    Root name of rally points for this assault. Use an asterisk '*' after the root name to match all with the same root.
  • Search Type SearchType(choices) - default: How to search for the entities using the targetname.
    • 0 - Entity Name
    • 1 - Classname
  • Start Active StartActive(choices)
    • 0 - No
    • 1 - Yes
  • Assault Cue AssaultCue(choices)
    1
    • 1 - Entity System Input
    • 2 - Gunfire
    • 3 - Don't wait for a cue.


spawn flags

none.


inputs

  • Kill(void)
    Removes this entity from the world.
  • KillHierarchy(void)
    Removes this entity and all its children from the world.
  • AddOutput(string)
    Adds an entity I/O connection to this entity. Format
  • FireUser1(void)
    Causes this entity's OnUser1 output to be fired.
  • FireUser2(void)
    Causes this entity's OnUser2 output to be fired.
  • FireUser3(void)
    Causes this entity's OnUser3 output to be fired.
  • FireUser4(void)
    Causes this entity's OnUser4 output to be fired.
  • Activate(void)
    Begin the assault behavior.
  • Deactivate(void)
    Cease the assault behavior.
  • BeginAssault(void)
    Begin assault phase.

outputs

  • OnUser1(void)
    Fired in response to FireUser1 input.
  • OnUser2(void)
    Fired in response to FireUser2 input.
  • OnUser3(void)
    Fired in response to FireUser3 input.
  • OnUser4(void)
    Fired in response to FireUser4 input.


related tutorials

Submit your tutorial for ai_goal_assault

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