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Ai goal lead weapon

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ai_goal_lead_weapon

Half-Life 2 Point Entity


description

AI Goal Lead (Weapon). A version of the ai_goal_lead entity that requires the player to have the specified weapon before the Actor(s) will lead the player to their target.


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)
  • Weapon WeaponName(choices)
    weapon_bugbait
    • "weapon_bugbait" - Bugbait
    • "weapon_smg1" - SMG1
    • "weapon_ar2" - AR2
  • Missing weapon concept modifier MissingWeaponConceptModifier(string)
  • Search Type SearchType(choices) - default: How to search for the entities using the targetname.
    • 0 - Entity Name
    • 1 - Classname


spawn flags

  • 1: No def success - default: OFF
  • 2: No def failure - default: OFF
  • 4: Use goal facing - default: ON


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

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)

related tutorials

Submit your tutorial for ai_goal_lead_weapon

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