Cleanup is going to take awhile, so the site is back up but editing has been disabled.

Assault rallypoint

From HalfLife 2 Knowledge Base

Jump to: navigation, search

Contents

assault_rallypoint

Half-Life 2 Point Entity


description

(Assault) rally point. When given the order to assault via an input, NPC's will choose a rally point and move to it, then wait for the specified delay, and proceed to the first assault point. A rally point can only be used by a single NPC, so if you send a group to assault, there must be enough rally points for each of them. (NB: Assault behaviour only seems to work with combine soldiers at present)

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.
  • Assault Point assaultpoint(target_destination)
    Location to move to as assault begins
  • Assault Delay assaultdelay(float) - default: 0
    How long to wait after cue is given before assault begins.
  • Rally Sequence rallysequence(string)
    Override the NPC's wait activity by entering a sequence name.
  • Priority priority(integer) - default: 1
    Higher priority rally points get selected first.


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.
  • 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.


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 the NPC reaches this rally point.

related tutorials

Ai_Assaults

Submit your tutorial for assault_rallypoint

Personal tools