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Assault rallypoint
From HalfLife 2 Knowledge Base
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assault_rallypoint
Half-Life 2 Point Entity
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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)
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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. - 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.
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spawn flags
none.
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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.
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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. - OnArrival(void)
Fires when the NPC reaches this rally point.
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related tutorials
Submit your tutorial for assault_rallypoint

