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===ai_boundary===
===ai_boundary===
'''Map Entity Color:''' (.5 .5 0) (<span style='color:#808000'>COLOR PREVIEW</span>)
'''Map Entity Color:''' (.5 .5 0) (<span style='color:#808000'>COLOR PREVIEW</span>)
'''Dimensions:''' Size of map components used
'''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).
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'''
'''Keys'''
{| class="wikitable"
{| class="wikitable"
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===ai_event_follow===
===ai_event_follow===
'''Map Entity Color:''' (.5 .5 0) (<span style='color:#808000'>COLOR PREVIEW</span>)
'''Map Entity Color:''' (.5 .5 0) (<span style='color:#808000'>COLOR PREVIEW</span>)
'''Dimensions:''' Size of map components used
'''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).
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'''
'''Keys'''
{| class="wikitable"
{| class="wikitable"
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===ai_event_hostile===
===ai_event_hostile===
'''Map Entity Color:''' (.5 .5 0) (<span style='color:#808000'>COLOR PREVIEW</span>)
'''Map Entity Color:''' (.5 .5 0) (<span style='color:#808000'>COLOR PREVIEW</span>)
'''Dimensions:''' Size of map components used
'''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).
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'''
'''Keys'''
{| class="wikitable"
{| class="wikitable"
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===ai_guard===
===ai_guard===
'''Map Entity Color:''' (.5 .5 1) (<span style='color:#8080FF'>COLOR PREVIEW</span>)
'''Map Entity Color:''' (.5 .5 1) (<span style='color:#8080FF'>COLOR PREVIEW</span>)
'''Dimensions:''' (-16 -16 -24) (16 16 48)
'''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.
Set a cast's 'guard_target' to the 'targetname' of this entity. That character will then guard this location.
'''Keys'''
'''Keys'''
{| class="wikitable"
{| class="wikitable"
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===ai_locked_door===
===ai_locked_door===
'''Map Entity Color:''' (.5 .5 0) (<span style='color:#808000'>COLOR PREVIEW</span>)
'''Map Entity Color:''' (.5 .5 0) (<span style='color:#808000'>COLOR PREVIEW</span>)
'''Dimensions:''' Size of map components used
'''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 <a href='ai.html#entity_path_corner_cast'>path_corner_cast</a>. Example use: guiding AI characters away from a locked door.
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 <a href='ai.html#entity_path_corner_cast'>path_corner_cast</a>. Example use: guiding AI characters away from a locked door.
'''Keys'''
'''Keys'''
{| class="wikitable"
{| class="wikitable"
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===ai_safespot===
===ai_safespot===
'''Map Entity Color:''' (.5 .5 1) (<span style='color:#8080FF'>COLOR PREVIEW</span>)
'''Map Entity Color:''' (.5 .5 1) (<span style='color:#8080FF'>COLOR PREVIEW</span>)
'''Dimensions:''' (-16 -16 -24) (16 16 48)
'''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 positionning target for safecrackers (Buster and Fingers) in Poisonville and locksmith (David) in Steeltown.
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 positionning target for safecrackers (Buster and Fingers) in Poisonville and locksmith (David) in Steeltown.
'''Keys'''
'''Keys'''
{| class="wikitable"
{| class="wikitable"
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|This entity's ID
|This entity's ID
|}
|}
===ai_sy_dykes_boundry===
'''Map Entity Color:''' (.5 .5 1) (<span style='color:#8080FF'>COLOR PREVIEW</span>)
'''Dimensions:''' Size of map components used
Ship Yard only: will cause Moe, Larry and Curly to attack on touch.
===ai_territory===
'''Map Entity Color:''' (.5 .5 0) (<span style='color:#808000'>COLOR PREVIEW</span>)
'''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'''
{| class="wikitable"
|-
|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) (<span style='color:#808000'>COLOR PREVIEW</span>)
'''Dimensions:''' Size of map components used
When the player touches this brush, the targeted character will start following it's <a href='ai.html#entity_path_corner_cast'>path_corner_cast</a>.
'''Keys'''
{| class="wikitable"
|-
|target
|Character's ID to be triggered
|-
|cast_group
|Gang number -- 1 = friendly, 2+ = enemy (default=2)
|}
===misc_kroker_afraid===
'''Map Entity Color:''' (.5 .5 1) (<span style='color:#8080FF'>COLOR PREVIEW</span>)
'''Dimensions:''' (-16 -16 -24) (16 16 48)
Steel Town only: safe spot for Kroker.
===misc_pv_afraid===
'''Map Entity Color:''' (.5 .5 1) (<span style='color:#8080FF'>COLOR PREVIEW</span>)
'''Dimensions:''' (-16 -16 -24) (16 16 48)
Poison Ville only: Yolanda will walk there to "distract guards" if episode flag EP_PV_YOLANDA_TOOK_MONEY is set.
===misc_skidrow_afraid===
'''Map Entity Color:''' (.5 .5 1) (<span style='color:#8080FF'>COLOR PREVIEW</span>)
'''Dimensions:''' (-16 -16 -24) (16 16 48)
Skidrow only: MagicJ will run there if player is acting violently toward him.
===misc_skidrow_ai_reset===
'''Map Entity Color:''' (.5 .5 0) (<span style='color:#808000'>COLOR PREVIEW</span>)
'''Dimensions:''' Size of map components used
Skidrow only: when triggered, this brush will reset Bernie and Arnold's location and let them forget the player.
===misc_skidrow_ambush===
'''Map Entity Color:''' (.5 .5 1) (<span style='color:#8080FF'>COLOR PREVIEW</span>)
'''Dimensions:''' (-16 -16 -24) (16 16 48)
Skidrow only: used to set ambush location for Bernie and Arnold when the player goes into the 2nd door.
===misc_skidrow_radio===
'''Map Entity Color:''' (.5 .5 1) (<span style='color:#8080FF'>COLOR PREVIEW</span>)
'''Dimensions:''' (-16 -16 -24) (16 16 48)
Bernie and Arnold will listen to this. After the radio has stopped, they'll discuss the game for some time.
'''Keys'''
{| class="wikitable"
|-
|target
|Link to an <a href='info.html#entity_info_null'>info_null</a> to set direction
|-
|wait
|Time spent listening to the radio
|-
|speed
|Time spent discussing the game afterwards
|-
|delay
|Time to wait between starting to listen to the radio
|-
|killtarget
|ID of the entity to delete when broken
|}
===misc_steeltown_afraid===
'''Map Entity Color:''' (.5 .5 1) (<span style='color:#8080FF'>COLOR PREVIEW</span>)
'''Dimensions:''' (-16 -16 -24) (16 16 48)
Steel Town only: used by kids in the mill to run away.
===misc_sy_afraid===
'''Map Entity Color:''' (.5 .5 1) (<span style='color:#8080FF'>COLOR PREVIEW</span>)
'''Dimensions:''' (-16 -16 -24) (16 16 48)
Ship Yard only: Moe will run there if he's attacked.
===path_corner_cast===
'''Map Entity Color:''' (.5 .3 0) (<span style='color:#804C00'>COLOR PREVIEW</span>)
'''Dimensions:''' (-16 -16 -24) (16 16 42)
It defines a destination point for moving actors, when an actor reach the point, an event can be triggered. Use <a href='uncategorized.html#entity_path_corner'>path_corner</a> for brush-based entities.
'''Spawnflags'''
{| class="wikitable"
|-
|1
|TELEPORT
|Entities targeting this point will instantly appear here.
|}
'''Keys'''
{| class="wikitable"
|-
|target
|Next <a href='ai.html#entity_path_corner_cast'>path_corner_cast</a>'s ID
|-
|targetname
|This <a href='ai.html#entity_path_corner_cast'>path_corner_cast</a>'s ID
|-
|killtarget
|ID of the entity to delete when reached
|-
|name
|Sound to play when reached
|-
|pathtarget
|Entity to trigger when an entity that has this <a href='uncategorized.html#entity_path_corner'>path_corner</a> targeted touches it
|-
|combattarget
|When the cast reaches this marker, they'll attack this target
|-
|scriptname
|Hard-coded script to call when reaching this marker
|-
|wait
|Wait (in seconds)
|}
<hr style="height: 2px; border-width: 0; background-color: #e7c258;" />
<hr style="height: 2px; border-width: 0; background-color: #e7c258;" />

Revision as of 15:47, 15 February 2025

Ai entities

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

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_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

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

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

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 <a href='ai.html#entity_path_corner_cast'>path_corner_cast</a>. Example use: guiding AI characters away from a locked door. Keys

target Door's ID
pathtarget <a href='ai.html#entity_path_corner_cast'>path_corner_cast</a>'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 positionning target for safecrackers (Buster and Fingers) in Poisonville and locksmith (David) in Steeltown. Keys

targetname This entity's ID

ai_sy_dykes_boundry

Map Entity Color: (.5 .5 1) (COLOR PREVIEW) Dimensions: Size of map components used Ship Yard only: will cause Moe, Larry and Curly to attack on touch.

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

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 it's <a href='ai.html#entity_path_corner_cast'>path_corner_cast</a>. Keys

target Character's ID to be triggered
cast_group Gang number -- 1 = friendly, 2+ = enemy (default=2)

misc_kroker_afraid

Map Entity Color: (.5 .5 1) (COLOR PREVIEW) Dimensions: (-16 -16 -24) (16 16 48) Steel Town only: safe spot for Kroker.

misc_pv_afraid

Map Entity Color: (.5 .5 1) (COLOR PREVIEW) Dimensions: (-16 -16 -24) (16 16 48) Poison Ville only: Yolanda will walk there to "distract guards" if episode flag EP_PV_YOLANDA_TOOK_MONEY is set.

misc_skidrow_afraid

Map Entity Color: (.5 .5 1) (COLOR PREVIEW) Dimensions: (-16 -16 -24) (16 16 48) Skidrow only: MagicJ will run there if player is acting violently toward him.

misc_skidrow_ai_reset

Map Entity Color: (.5 .5 0) (COLOR PREVIEW) Dimensions: Size of map components used Skidrow only: when triggered, this brush will reset Bernie and Arnold's location and let them forget the player.

misc_skidrow_ambush

Map Entity Color: (.5 .5 1) (COLOR PREVIEW) Dimensions: (-16 -16 -24) (16 16 48) Skidrow only: used to set ambush location for Bernie and Arnold when the player goes into the 2nd door.

misc_skidrow_radio

Map Entity Color: (.5 .5 1) (COLOR PREVIEW) Dimensions: (-16 -16 -24) (16 16 48) Bernie and Arnold will listen to this. After the radio has stopped, they'll discuss the game for some time. Keys

target Link to an <a href='info.html#entity_info_null'>info_null</a> to set direction
wait Time spent listening to the radio
speed Time spent discussing the game afterwards
delay Time to wait between starting to listen to the radio
killtarget ID of the entity to delete when broken

misc_steeltown_afraid

Map Entity Color: (.5 .5 1) (COLOR PREVIEW) Dimensions: (-16 -16 -24) (16 16 48) Steel Town only: used by kids in the mill to run away.

misc_sy_afraid

Map Entity Color: (.5 .5 1) (COLOR PREVIEW) Dimensions: (-16 -16 -24) (16 16 48) Ship Yard only: Moe will run there if he's attacked.

path_corner_cast

Map Entity Color: (.5 .3 0) (COLOR PREVIEW) Dimensions: (-16 -16 -24) (16 16 42) It defines a destination point for moving actors, when an actor reach the point, an event can be triggered. Use <a href='uncategorized.html#entity_path_corner'>path_corner</a> for brush-based entities. Spawnflags

1 TELEPORT Entities targeting this point will instantly appear here.

Keys

target Next <a href='ai.html#entity_path_corner_cast'>path_corner_cast</a>'s ID
targetname This <a href='ai.html#entity_path_corner_cast'>path_corner_cast</a>'s ID
killtarget ID of the entity to delete when reached
name Sound to play when reached
pathtarget Entity to trigger when an entity that has this <a href='uncategorized.html#entity_path_corner'>path_corner</a> targeted touches it
combattarget When the cast reaches this marker, they'll attack this target
scriptname Hard-coded script to call when reaching this marker
wait Wait (in seconds)