Cleanup is going to take awhile, so the site is back up but editing has been disabled.
Ai goal lead
From HalfLife 2 Knowledge Base
Contents |
[edit]
ai_goal_lead
Half-Life 2 Point Entity
[edit]
description
AI Goal Lead
[edit]
properties
- Actor(s) to affect actor(target_name_or_class)
- Target Entity goal(string)
- Point to wait at if the target's not visible. WaitPointName(target_destination)
- Wait until player gets this close. WaitDistance(float)
- Lead Distance. LeadDistance(float) - default: 64
The player is considered to be lagging if he's beyond this distance. - Run instead of Walk Run(choices)
- "0" - No
- "1" - Yes
- Retrieve player? Retrieve(choices)
1- 0 - No, just idle and wait
- 1 - Yes, move to retrieve
- Attract player concept modifier AttractPlayerConceptModifier(string)
- Player wait over concept modifier WaitOverConceptModifier(string)
- Arrival concept modifier ArrivalConceptModifier(string)
- Post-arrival concepts modifier PostArrivalConceptModifier(string)
- Success concept modifier SuccessConceptModifier(string)
- Failure concept modifier FailureConceptModifier(string)
- Search Type SearchType(choices) - default: How to search for the entities using the targetname.
- 0 - Entity Name
- 1 - Classname
[edit]
spawn flags
- 1: No def success - default: OFF
- 2: No def failure - default: OFF
- 4: Use goal facing - default: ON
[edit]
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 leading behavior - Deactivate(void)
Stop the leading behavior - SetSuccess(void)
Notify success of leading - SetFailure(void)
Notify failure of leading
[edit]
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. - OnArrival(void)
Fires when NPC reaches the lead point - OnArrivalDone(void)
Fires when NPC has played out any arrival speech - OnSuccess(void)
Fires when NPC achieves the goal - OnFailure(void)
Fires when NPC fails to achieves the goal - OnDone(void)
Fires when NPC completes behavior (any post-success or fail acting is complete)
[edit]
related tutorials
Submit your tutorial for ai_goal_lead

