ai_goal_police
- Half-Life: Alyx
- Steam VR
Point Entity
AI Goal Police
Keyvalues
-
Spawnflags (
spawnflags
) <Flags
>- Knock-out target past crossing plane
- Do not leave post
-
Radius (
policeradius
) <Float
>
Radius to police -
Target (
policetarget
) <String
>
Target to police
Inputs
-
EnableKnockOut <
Void
>
Tells the goal to make the active policing NPC knock out its target -
DisableKnockOut <
Void
>
Stop the active policing NPC from trying to knock out its target
Outputs
-
OnFirstWarning <
Void
>
Fires the first time a policing cop warns a target -
OnSecondWarning <
Void
>
Fires the second time a policing cop warns a target -
OnLastWarning <
Void
>
Fires when a policing cop warns a target for the last time -
OnSupressingTarget <
Void
>
Fires when a policing cop starts to suppress (ie. beat) a target -
OnKnockOut <
Void
>
Fires when a target has been knocked out
Point Entity
AI Goal Police
Keyvalues
-
Spawnflags (
spawnflags
) <Flags
>- Knock-out target past crossing plane
- Do not leave post
-
Radius (
policeradius
) <Float
>
Radius to police -
Target (
policetarget
) <String
>
Target to police
Inputs
-
EnableKnockOut <
Void
>
Tells the goal to make the active policing NPC knock out its target -
DisableKnockOut <
Void
>
Stop the active policing NPC from trying to knock out its target
Outputs
-
OnFirstWarning <
Void
>
Fires the first time a policing cop warns a target -
OnSecondWarning <
Void
>
Fires the second time a policing cop warns a target -
OnLastWarning <
Void
>
Fires when a policing cop warns a target for the last time -
OnSupressingTarget <
Void
>
Fires when a policing cop starts to suppress (ie. beat) a target -
OnKnockOut <
Void
>
Fires when a target has been knocked out