assault_assaultpoint
Code classes:
CAssaultPoint
CPointEntity
CBaseEntity
(all ents)
assault_assaultpoint
is a point entity present in all games except the Left 4 Dead games. These entities form the body of an assault chain, specifying where the assault should go once it has begun. There can be any number of them in a chain.
Bug: Specifying an assault_rallypoint
as the next assault point will crash the game!
Bug: When moving to an assault point partway through a chain, the NPC will go to the standing posture for a moment before continuing, which looks unnatural. This bug is fixed in the HL2 Episodes.
Note: Unfortunately, there's no way to define a range at which an assaultpoint can be considered cleared. This means that if you have a large group of NPCs in an assault, they might spend an unusual amount of time trying to stand in one specific spot. Try making a trigger around your assaultpoint that sends it SetForceClear, and add delay as needed.
Note: Assault points only affect the journey to them, not from them.
Note: NPCs will always turn to face in the direction the entity is set to when arriving at an assault point if they don't see an enemy before reaching the point. You can change the direction, indicated by a small yellow line, by changing the middle number of the Pitch Yaw Roll keyvalue.
Tip: Naming assault points the same name will cause NPCs to randomly select one.
Flags[edit | edit source]
- 1: Clear this point upon arrival, UNCONDITIONALLY - Move on to the next point once reaching this one, regardless of any other influences.
Keyvalues[edit | edit source]
- Assault Hint Group
(assaultgroup)
<string>
- Constrain the movement of the NPC(s) participating in the assault to this hint group once the assault has begun.
- Important: When the assault is finished, the hint group will be erased completely, even if an NPC had another hint group before the assault.
- Next assault point (optional)
(nextassaultpoint)
<target_destination>
- The
assault_assaultpoint
to move to next. - Assault time out
(assaulttimeout)
<float>
- NPC(s) at this assault point will look for enemies for this much time before moving on.
- Clear on contact with enemies
(clearoncontact)
<boolean>
- If the assaulting NPC meets enemies on its way to this point, it will consider the assault point cleared and target the next assault point in the chain.
- Allow diversion
(allowdiversion)
<boolean>
- If the assault comes into contact with hostiles on the way to this assault point, divert to kill them and resume once the area appears clear. If it set to Yes, NPCs will chase any hostiles until they are dead or out of sight for the period set in the Assault time out. If this is set to No, assaulting NPCs will run non-stop to the next point, attacking enemies they can see but not chasing them.
- Diversion Proximity
(allowdiversionradius)
<float>
- If Allow diversion is set to Yes, NPC will only divert from assault to attack an enemy that is within this distance from the assault point. 0 means no limit.
- Never Timeout
(nevertimeout)
<boolean>
- If set, the assault never ends for NPCs assaulting this point. Useful for forcing NPCs back to a point.
- Strict?
(strict)
<boolean>
- If set, NPCs may not move to attack, avoid danger, or move out of the player's way.
- Force Crouch
(forcecrouch)
<bool>
- NPCs using this assault point are forced into crouching (if they know how to) while holding it.
- Urgent
(urgent)
<boolean>
- If set, NPCs will consider movement to this rally point as urgent navigation (ignoring
prop_physics
blockers, eventually teleporting).
Inputs[edit | edit source]
- SetClearOnContact
<boolean>
- Sets Clear on Contact with enemies.
- SetAllowDiversion
<boolean>
- Sets Allow Diversion.
- SetForceClear
<boolean>
- Sets the Clear this point upon arrival, UNCONDITIONALLY flag. NPCs who are currently running to the assault point will clear it immediately. NPCs who acquire it in the future will skip it entirely.
Outputs[edit | edit source]
- OnArrival
- Fires when a NPC arrives. Confirm: This may fire more than once since NPCs tend to divert from assault points to reload or avoid danger.
- OnAssaultClear
- Fires when the point is cleared (different than OnArrival because arriving and clearing can happen at different times).