Ai_goal_standoff
Table of contents1 Entity Description2 Keyvalues3 InputsEntity Description
Specifies what NPCs are a part of the standoff and what special rules they should follow.
Keyvalues
- Reaction to tactical change: Defines how the AI should react if the standoff ends or changes. Changes listed include the leader moving (see Player battleline), enemies being killed, or hint group changing.
- Move when ready (default AI): Act as normal.
- Move when seek cover: Move when you next need to find cover.
- Move immediately: Move to a different position straight away.
- Aggressiveness: How aggressively should NPCs in this standoff behave?
- A high level will make the NPCs push forward and spend more time shooting and less hiding, and other settings permitting, move forwards as far as they can.
- A low level will make NPCs spend more time behind cover and less likely to move forwards.
- Once an active battle line is reached, settings above Medium become redundant.
- Player battleline: Use the player as a mobile battle line, if you are friendly towards him. This will not override any other active battle lines! Player facing has an unknown effect. If this is enabled, the player becomes the 'leader' of the standoff.
- Stay at cover location: Once a NPC has found cover, it will stick to it until the standoff is over. This disables NPCs advancing to the battle line.
- Abandon if enemies hide: End the standoff if there has been no recent known enemy activity in the area.
Inputs
- Activate/Deactivate: Force the beginning or end of the standoff. A standoff usually automatically activates when hostiles are encountered and deactivates when they are dead or out of sight for long enough.
- SetAggressiveness: Manipulate the Aggressiveness keyvalue.
- Accepts
Very Low/Low/Medium/High/Very High
or 0-5
where 5 equals Very High.
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