ai_goal_police
- Half-Life: Alyx
- Steam VR
Point Entity
AI Goal Police
Keyvalues
-
Spawnflags (
spawnflags) <Flags>- Knock-out target past crossing plane (
2) - Do not leave post (
4)
- Knock-out target past crossing plane (
-
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 (
2) - Do not leave post (
4)
- Knock-out target past crossing plane (
-
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