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ai_goal_lead

ai_goal_lead icon

Point Entity

AI Goal Lead

Keyvalues

  • Actor(s) to affect (actor) <TargetNameOrClass>

  • Target Entity (goal) <TargetDestination>

  • Point to wait at if the target's not visible (WaitPointName) <TargetDestination>

  • Wait until player gets this close (WaitDistance) <Float>

  • Lead Distance (LeadDistance) <Float>
    The player is considered to be lagging if he's beyond this distance. The Actor will consider retrieving when the player is 4x 'Lead Distance' away.

  • 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' * 4) to avoid the leader ping-ponging.

  • Success Distance (SuccessDistance) <Float>
    The distance from the player (to the NPC) that the player must be within for the Lead to succeed, once the NPC has reached the goal. If set to 0, it'll use the lead distance instead (for legacy support).

  • Run instead of Walk (Run) <Boolean>

  • Retrieve player? (Retrieve) <Choices>

    • No, just idle and wait
    • Yes, move to retrieve
  • Before Coming Back, Wait for speech? (ComingBackWaitForSpeak) <Choices>

    • No, come back while speaking
    • Yes, wait for speech to finish
  • On Retrieve, Wait for speech? (RetrieveWaitForSpeak) <Choices>

    • No, start leading while speaking
    • Yes, wait for speech to finish
  • Speak start greeting? (DontSpeakStart) <Choices>

    • Yes, speak the start greeting
    • No, don't speak the greeting
  • Lead during combat? (LeadDuringCombat) <Choices>

    • No. Stop to fight, resume leading when safe.
    • Yes, lead while fighting.
  • Gag Leader? (GagLeader) <Choices>

    • No. Speak lead concepts normally, respecting other lead speech settings.
    • Yes, don't speak any lead concepts at all, overriding all other lead speech settings.
  • 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 concepts modifier (PostArrivalConceptModifier) <String>

  • 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 'lead_fail' 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 him.

  • 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 him.

  • Spawnflags (spawnflags) <Flags>

    • No def success
    • No def failure
    • Use goal facing
  • Search Type (SearchType) <Choices>
    How to search for the entities using the targetname.

    • Entity Name
    • Classname

Inputs

  • Activate <Void>
    Begin the leading behavior

  • Deactivate <Void>
    Stop the leading behavior

  • SetSuccess <Void>
    Notify success of leading

  • SetFailure <Void>
    Notify failure of leading

Outputs

  • OnArrival <Void>
    Fires when NPC reaches the lead point

  • OnArrivalDone <Void>
    Fires when NPC has played out any arrival speech

  • OnSuccess <Void>
    Fires when NPC achieves the goal

  • OnFailure <Void>
    Fires when NPC fails to achieves the goal

  • OnDone <Void>
    Fires when NPC completes behavior (any post-success or fail acting is complete)