Entities
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) |