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Ai goal police
From HalfLife 2 Knowledge Base
Contents |
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ai_goal_police
Half-Life 2 Point Entity
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description
AI Goal Police
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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
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spawn flags
- 2: Knock-out target past crossing plane - default: OFF
- 4: Do not leave post - default: OFF
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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. - 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.
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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. - 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.
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related tutorials
Submit your tutorial for ai_goal_police

