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Entities AI

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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)