Entities AI
ai_boundary
Map Entity Color: (.5 .5 0) (COLOR PREVIEW) Dimensions: Size of map components used
Character will abort pursuing player when touching this brush. Will take cover until the player is out of view, then return to guarding position (if character has been assigned one).
Keys
Key | Description |
---|---|
moral | Only characters with an equal or lower moral will be affected by this brush. |
cast_group | Gang number -- 0 = neutral, 1 = friendly, 2+ = enemy |
ai_combat_spot
Map Entity Color: (.5 .5 1) (COLOR PREVIEW) Dimensions: (-16 -16 -24) (16 16 48)
A good place to go to get a vantage point during fighting. Same code as ai_safespot.
ai_event_follow
Map Entity Color: (.5 .5 0) (COLOR PREVIEW) Dimensions: Size of map components used
Client touching this brush will become a leader to all other characters in line of sight, that have the same "cast_group" as the brush ("cast_group" must be greater than 0 to work).
Keys
Key | Description |
---|---|
cast_group | Gang number -- 1 = friendly, 2+ = enemy |
ai_event_hostile
Map Entity Color: (.5 .5 0) (COLOR PREVIEW) Dimensions: Size of map components used
Character touching this brush will become a hostile enemy to all other characters in line of sight, that have the same "cast_group" as the brush ("cast_group" must be greater than 0 to work).
Keys
Key | Description |
---|---|
cast_group | Gang number -- 1 = friendly, 2+ = enemy |
ai_guard
Map Entity Color: (.5 .5 1) (COLOR PREVIEW) Dimensions: (-16 -16 -24) (16 16 48)
Set a cast's 'guard_target' to the 'targetname' of this entity. That character will then guard this location.
Keys
Key | Description |
---|---|
targetname | This entity's ID, used in 'guard_target' of the cast entity |
guard_radius | Max guarding radius (default=512) |
ai_locked_door
Map Entity Color: (.5 .5 0) (COLOR PREVIEW) Dimensions: Size of map components used
A character touching this brush will check the targeted door to see if it is closed. If so, the character will head towards the specified path_corner_cast. Example use: guiding AI characters away from a locked door.
Keys
Key | Description |
---|---|
target | Door's ID |
pathtarget | path_corner_cast's ID to head for |
ai_safespot
Map Entity Color: (.5 .5 1) (COLOR PREVIEW) Dimensions: (-16 -16 -24) (16 16 48)
Supposed to be a safe spot for entities having troubles (running like hell to 'flee_target') -- but there's nothing implying that statement in the code (in fact, 'flee_target' isn't defined at all). Anyway, it's still used as a positioning target for safecrackers (Buster and Fingers) in Poisonville and locksmith (David) in Steeltown.
Keys
Key | Description |
---|---|
targetname | This entity's ID |
ai_territory
Map Entity Color: (.5 .5 0) (COLOR PREVIEW) Dimensions: Size of map components used
This entity marks the boundary of a gang's territory. A character touching this will be deemed inside the gang's territory. This means war if sighted. Point the "angle" in the direction of the territory. This lets the AI know if the character is walking into or out of the territory.
Keys
Key | Description |
---|---|
cast_group | Gang number that owns the territory -- 1 = friendly, 2+ = enemy |
angle | Points to the direction of the territory |
radius | Distance from brush before the player will be attacked (default=512) |
moral | Moral -- 1 to 7 = coward to psychotic, 0 = random |
ai_trigger_character
Map Entity Color: (.5 .5 0) (COLOR PREVIEW) Dimensions: Size of map components used
When the player touches this brush, the targeted character will start following its path_corner_cast.
Keys
Key | Description |
---|---|
target | Character's ID to be triggered |
cast_group | Gang number -- 1 = friendly, 2+ = enemy (default=2) |