ai_relationship
- Half-Life: Alyx
- Steam VR
Point Entity
AI Relationship - Sets relationships between groups of NPCs in the AI.
Keyvalues
-
Disposition (
disposition
) <Choices
>
Choose the way the Subject(s) should feel about the Target(s)- Hate
- Fear
- Like
- Neutral
-
Radius for subject (
radius
) <Float
> -
Disposition Priority (
rank
) <Integer
>
How much the Subject(s) should Like/Hate/Fear the Target(s). Higher priority = stronger feeling. -
Start Active (
StartActive
) <Boolean
> -
Reciprocal (
Reciprocal
) <Boolean
>
Set this to YES to have the new relationship mirrored by Target -
Spawnflags (
spawnflags
) <Flags
>- Notify subject of target's location
- Notify target of subject's location
-
Subject NPC(s) whose opinion of Target(s) will change (
subject
) <TargetNameOrClass
>
This is the NPC(s) whose disposition about the Target(s) will change. May be a targetname or a classname. -
Target player or NPC(s) about whom Subject(s) will feel differently (
target
) <TargetNameOrClass
>
This is the player or NPC(s) about whom the Subject(s) will change their disposition. May be a targetname or a classname.
Inputs
- ApplyRelationship <
Void
>
Apply relationship changes. This will change all Subject entities' relationships to all Target entities.
IMPORTANT: Once you ApplyRelationships, this entity is then 'ALWAYS ON' until you send a Disable input or RevertRelationship input. During the time this entity is 'ON', any entities that spawn who match the Subject or Target names will be affected.
IMPORTANT: Unpredictable results may occur when two ai_relationship entities refer to the same set or subset of target or subject entities. This situation should be avoided.
-
RevertRelationship <
Void
>
Revert relationship changes. This will return the relationship to what it was at the time the ApplyRelationship input was called (or when this ai_relationship was spawned if StartActive is set). -
RevertToDefaultRelationship <
Void
>
Revert relationship changes to the default relationship, which may have changed since this ai_relationship was applied. This returns control of the entity relationship to the code.
Point Entity
AI Relationship - Sets relationships between groups of NPCs in the AI.
Keyvalues
-
Disposition (
disposition
) <Choices
>
Choose the way the Subject(s) should feel about the Target(s)- Hate
- Fear
- Like
- Neutral
-
Radius for subject (
radius
) <Float
> -
Disposition Priority (
rank
) <Integer
>
How much the Subject(s) should Like/Hate/Fear the Target(s). Higher priority = stronger feeling. -
Start Active (
StartActive
) <Boolean
> -
Reciprocal (
Reciprocal
) <Boolean
>
Set this to YES to have the new relationship mirrored by Target -
Spawnflags (
spawnflags
) <Flags
>- Notify subject of target's location
- Notify target of subject's location
-
Subject NPC(s) whose opinion of Target(s) will change (
subject
) <TargetNameOrClass
>
This is the NPC(s) whose disposition about the Target(s) will change. May be a targetname or a classname. -
Target player or NPC(s) about whom Subject(s) will feel differently (
target
) <TargetNameOrClass
>
This is the player or NPC(s) about whom the Subject(s) will change their disposition. May be a targetname or a classname.
Inputs
- ApplyRelationship <
Void
>
Apply relationship changes. This will change all Subject entities' relationships to all Target entities.
IMPORTANT: Once you ApplyRelationships, this entity is then 'ALWAYS ON' until you send a Disable input or RevertRelationship input. During the time this entity is 'ON', any entities that spawn who match the Subject or Target names will be affected.
IMPORTANT: Unpredictable results may occur when two ai_relationship entities refer to the same set or subset of target or subject entities. This situation should be avoided.
-
RevertRelationship <
Void
>
Revert relationship changes. This will return the relationship to what it was at the time the ApplyRelationship input was called (or when this ai_relationship was spawned if StartActive is set). -
RevertToDefaultRelationship <
Void
>
Revert relationship changes to the default relationship, which may have changed since this ai_relationship was applied. This returns control of the entity relationship to the code.