CAI_LeadGoal
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Code classes:
CAI_LeadGoal
CAI_GoalEntity
(AI goals)CBaseEntity
(all ents)
CAI_LeadGoal
is a code class for entities that make an NPC attempt to lead the player to a target. If the player doesn't follow or lags behind, the NPC will wait for the player or attempt to retrieve them. This entity has many options to control its behavior, including extra Response System support.
Classnames:
ai_goal_lead
Flags[edit | edit source]
- 1: No def success
- 2: No def failure
- 4: Use goal facing
Keyvalues[edit | edit source]
- Target Entity
(goal)
<string>
- The name of the entity that the NPC will lead the player to (i.e. an
info_target
). - Point to wait at if the target's not visible
(WaitPointName)
<target_destination>
- If the NPC loses line-of-sight to the player, it will return to this entity (i.e. an
info_target
). - Wait until player gets this close
(WaitDistance)
<float>
- The player must be within this distance of the NPC before the NPC initially begins leading them.
- Lead Distance
(LeadDistance)
<float>
- The player is considered to be too far behind if they're beyond this distance. Past this distance, the leader will nag the player to hurry up.
- Retrieve Distance
(RetrieveDistance)
<float>
- The distance from the player that the NPC should return to when retrieving a lagging player. Must be between (Lead Distance + 24) and (Lead Distance X 4) to avoid the leader ping-ponging.
- Success Distance
(SuccessDistance)
<float>
- Once the NPC has reached the goal, the player must be within this distance in order for the lead to be considered a success. If set to 0, it'll use the Lead Distance instead.
- Run instead of Walk
(Run)
<boolean>
- Should the NPC run instead of walk?
- Retrieve player?
(Retrieve)
<boolean>
- Should NPC run/walk to retrieve player? No means they will stand and wait.
- Before Coming Back, Wait for Speech?
(ComingBackWaitForSpeak)
<boolean>
- If the NPC wants to retrieve the player, should it finish speaking anything before beginning to walk back?
- On Retrieve, Wait for Speech?
(RetrieveWaitForSpeak)
<boolean>
- When the NPC has successfully retrieved the player, should it pause to say dialogue before they begin walking again?
- Speak start greeting?
(DontSpeakStart)
<choices>
- Speak start greeting?
- 0: Yes
- 1: No
- Leading during combat?
(LeadDuringCombat)
<boolean>
- Does NPC still try to lead during active combat?
- 0: No. Stop to fight, resume leading when safe
- 1: Yes, lead while fighting.
- Gag leader?
(GagLeader)
<boolean>
- Should the leader NPC be prevented from speaking?
- Attract player concept modifier
(AttractPlayerConceptModifier)
<string>
- Appended to the keyvalues passed into the response rules when the
TLK_LEAD_ATTRACTPLAYER
concept is spoken. - Player wait over concept modifier
(WaitOverConceptModifier)
<string>
- Appended to the keyvalues passed into the response rules when the
TLK_LEAD_WAITOVER
concept is spoken. - Arrival concept modifier
(ArrivalConceptModifier)
<string>
- Appended to the keyvalues passed into the response rules when the
TLK_LEAD_ARRIVAL
concept is spoken. - Post-arrival concept modifier
(PostArrivalConceptModifier)
<string>
- To do: Description.
- Success concept modifier
(SuccessConceptModifier)
<string>
- Appended to the keyvalues passed into the response rules when the
TLK_LEAD_SUCCESS
concept is spoken. - Failure concept modifier
(FailureConceptModifier)
<string>
- Appended to the keyvalues passed into the response rules when the
TLK_LEAD_FAILURE
concept is spoken. - Coming Back concept modifier
(ComingBackConceptModifier)
<string>
- Appended to the keyvalues passed into the response rules when the
TLK_LEAD_RETRIEVE
concept is spoken. Spoken as the NPC starts returning to the player to retrieve them. - Retrieve concept modifier
(RetrieveConceptModifier)
<string>
- Appended to the keyvalues passed into the response rules when the
TLK_LEAD_COMINGBACK
concept is spoken. Spoken when NPC has finally reached the player to retrieve them.
Inputs[edit | edit source]
- SetSuccess
- Force the lead to be considered a success. Not required, use only if the standard code for detecting success does not meet your needs or fails for some reason.
SetFailure- Don't use. Using only reports that the input is not implemented.
Outputs[edit | edit source]
- OnArrival
- Fired when NPC reaches the lead point. (Player may still be behind)
- OnArrivalDone
- Fired when NPC has played out any arrival speech.
- OnSuccess
- Fired when NPC achieves the goal.
- OnFailure
- Fired when NPC fails to achieve the goal.
- OnDone
- Fired when NPC completes behavior (any post-success or fail acting is complete).