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Ai goal police

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Contents

ai_goal_police

Half-Life 2 Point Entity


description

AI Goal Police


properties

  • Name targetname(target_source)
    The name that other entities refer to this entity by.
  • Parent parentname(target_destination)
    The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent.
  • Pitch Yaw Roll (Y Z X) angles(angle) - default: 0 0 0
    This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
  • Radius policeradius(float) - default: 512
    Radius to police
  • Target policetarget(string)
    Target to police


spawn flags

  • 2: Knock-out target past crossing plane - default: OFF
  • 4: Do not leave post - default: OFF


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.
  • SetParent(string)
    Changes the entity's parent in the movement hierarchy.
  • SetParentAttachment(string)
    Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.
  • ClearParent(void)
    Removes this entity from the the movement hierarchy, leaving it free to move independently.
  • EnableKnockOut(void)
    Tells the goal to make the active policing NPC knock out its target.
  • DisableKnockOut(void)
    Stop the active policing NPC from trying to knock out its target.

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.
  • OnFirstWarning(void)
    Fires the first time a policing cop warns a target.
  • OnSecondWarning(void)
    Fires the second time a policing cop warns a target.
  • OnLastWarning(void)
    Fires when a policing cop warns a target for the last time.
  • OnSupressingTarget(void)
    Fires when a policing cop starts to suppress (ie. beat) a target.
  • OnKnockOut(void)
    Fires when a target has been knocked out.

related tutorials

Submit your tutorial for ai_goal_police

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