ai_goal_assault
- Half-Life: Alyx
- Steam VR
Point Entity
AI Goal Assault
Keyvalues
-
Actor(s) to affect (
actor) <TargetNameOrClass>
NPC's that should perform this assault -
Rally Point Set (
rallypoint) <TargetDestination>
Root name of rally points for this assault. Use an asterisk '*' after the root name to match all with the same root. -
Search Type (
SearchType) <Choices>
How to search for the entities using the targetname.- Entity Name (
0) - Classname (
1)
- Entity Name (
-
Start Active (
StartActive) <Boolean> -
Assault Cue (
AssaultCue) <Choices>- Entity System Input (
1) - Gunfire (
2) - Don't wait for a cue. (
3)
- Entity System Input (
-
Rally Point Selection Method (
RallySelectMethod) <Choices>- Priority, Closest (default) (
0) - Random (
1) - Priority, Furthest (
2)
- Priority, Closest (default) (
-
Branching Assault Selection Method (
BranchingMethod) <Choices>- Random (default) (
0) - Closest (
1) - Furthest (
2)
- Random (default) (
Inputs
-
Activate <
Void>
Begin the assault behavior -
Deactivate <
Void>
Cease the assault behavior -
BeginAssault <
Void>
Begin assault phase
Point Entity
AI Goal Assault
Keyvalues
-
Actor(s) to affect (
actor) <TargetNameOrClass>
NPC's that should perform this assault -
Rally Point Set (
rallypoint) <TargetDestination>
Root name of rally points for this assault. Use an asterisk '*' after the root name to match all with the same root. -
Search Type (
SearchType) <Choices>
How to search for the entities using the targetname.- Entity Name (
0) - Classname (
1)
- Entity Name (
-
Start Active (
StartActive) <Boolean> -
Assault Cue (
AssaultCue) <Choices>- Entity System Input (
1) - Gunfire (
2) - Don't wait for a cue. (
3)
- Entity System Input (
-
Rally Point Selection Method (
RallySelectMethod) <Choices>- Priority, Closest (default) (
0) - Random (
1) - Priority, Furthest (
2)
- Priority, Closest (default) (
-
Branching Assault Selection Method (
BranchingMethod) <Choices>- Random (default) (
0) - Closest (
1) - Furthest (
2)
- Random (default) (
Inputs
-
Activate <
Void>
Begin the assault behavior -
Deactivate <
Void>
Cease the assault behavior -
BeginAssault <
Void>
Begin assault phase