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Ai goal follow
From HalfLife 2 Knowledge Base
Contents |
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ai_goal_follow
Half-Life 2 Point Entity
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description
AI Goal Follow
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properties
- Name targetname(target_source)
The name that other entities refer to this entity by. - Actor(s) to affect actor(target_name_or_class)
- Target Entity goal(string)
The name of the entity to follow. If blank, and the actor likes the player, then defaults to player - 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
- Maximum state MaximumState(choices)
1- 1 - Idle
- 2 - Alert
- 3 - Combat
- Formation Formation(choices)
- 0 - Close circle
- 1 - Wide circle
- 5 - Medium circle
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spawn flags
none.
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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 follow behavior. - Deactivate(void)
Cease the follow behavior.
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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.
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related tutorials
Submit your tutorial for ai_goal_follow

