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Ai goal standoff

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ai_goal_standoff

Half-Life 2 Point Entity


description

AI Goal Standoff


properties

  • Name targetname(target_source)
    The name that other entities refer to this entity by.
  • Actor(s) to affect actor(target_name_or_class)
  • 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
  • Reaction to tactical change HintGroupChangeReaction(Choices) - default: What to do if leader moves, threat is neutralized, hint group changes, etc
    1
    • 0 - Move when ready (default AI)
    • 1 - Move when seek cover
    • 2 - Move immediately
  • Aggressiveness Aggressiveness(Choices)
    2
    • 0 - Very low
    • 1 - Low
    • 2 - Medium
    • 3 - High
    • 4 - Very High
  • Player battleline PlayerBattleline(choices) - default: Player defines a battle line, applies to allies only
    1
    • 0 - No
    • 1 - Yes
  • Stay at cover location StayAtCover(choices) - default: When have suitable cover, don't change it (disables advancing to battle line)
    • 0 - No
    • 1 - Yes
  • Abandon if enemies hide AbandonIfEnemyHides(choices) - default: If no enemy detected recently, stop the standoff
    • 0 - No
    • 1 - Yes


spawn flags

none.


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 contesting position.
  • Deactivate(void)
    Cease contesting position.
  • SetAggressiveness(integer)
    Set aggressiveness.

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.


related tutorials

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