Limited support
This feature is only present in Portal 2: Community Edition and Portal: Revolution.

POINT ai_goal_lead

AI Goal Lead

KeyValues

Search Type <choices> = Entity Name (0)

How to search for the entities using the targetname.

Possible Values:

Name Value
Entity Name 0
Classname 1

Inherited from LeadGoalBase

Actor(s) to affect <target_name_or_class>

No description provided.

Target Entity <string>

No description provided.

Point to wait at if the target's not visible <target_destination>

No description provided.

Wait until player gets this close <float>

No description provided.

Lead Distance <float> = 64

The player is considered to be lagging if they are beyond this distance. The Actor will consider retrieving when the player is 4x 'Lead Distance' away.

Retrieve Distance <float> = 96

The distance from the player that the NPC should return to when retrieving a lagging player. Must be between ('Lead Distance' + 24) and ('Lead Distance' * 4) to avoid the leader ping-ponging.

Success Distance <float> = 0

The distance from the player (to the NPC) that the player must be within for the Lead to succeed, once the NPC has reached the goal. If set to 0, it'll use the lead distance instead (for legacy support).

Run instead of Walk <boolean> = No

No description provided.

Retrieve player? <choices> = Yes, move to retrieve (1)

No description provided.

Possible Values:

Name Value
No, just idle and wait 0
Yes, move to retrieve 1

Before Coming Back, Wait for speech? <choices> = Yes, wait for speech to finish (1)

No description provided.

Possible Values:

Name Value
No, come back while speaking 0
Yes, wait for speech to finish 1

On Retrieve, Wait for speech? <choices> = Yes, wait for speech to finish (1)

No description provided.

Possible Values:

Name Value
No, start leading while speaking 0
Yes, wait for speech to finish 1

Speak start greeting? <choices> = Yes, speak the start greeting (0)

No description provided.

Possible Values:

Name Value
Yes, speak the start greeting 0
No, don't speak the greeting 1

Lead during combat? <choices> = No. Stop to fight, resume leading when safe. (0)

No description provided.

Possible Values:

Name Value
No. Stop to fight, resume leading when safe. 0
Yes, lead while fighting. 1

Gag Leader? <choices> = No. Speak lead concepts normally, respecting other lead speech settings. (0)

No description provided.

Possible Values:

Name Value
No. Speak lead concepts normally, respecting other lead speech settings. 0
Yes, don't speak any lead concepts at all, overriding all other lead speech settings. 1

Attract player concept modifier <string>

Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_ATTRACTPLAYER' concept is spoken.

Player wait over concept modifier <string>

Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_WAITOVER' concept is spoken.

Arrival concept modifier <string>

Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_ARRIVAL' concept is spoken.

Post-arrival concepts modifier <string>

No description provided.

Success concept modifier <string>

Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_SUCCESS' concept is spoken.

Failure concept modifier <string>

Appended to the keyvalues passed into the response rules when the 'lead_fail' concept is spoken.

Coming Back concept modifier <string>

Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_RETRIEVE' concept is spoken. Spoken as the NPC starts returning to the player to retrieve them.

Retrieve concept modifier <string>

Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_COMINGBACK' concept is spoken. Spoken when NPC has finally reached the player to retrieve them.

spawnflags <flags>

No description provided.

Possible Flags:

Name Value Default
No def success 1
No def failure 2
Use goal facing 4

Inherited from BaseEntityPoint

Name <target_source>

The name that other entities refer to this entity by.

Global Entity Name <string>

Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.

Pitch Yaw Roll (X Y Z) <angle> = 0 0 0

This entity's orientation in the world. Roll is the rotation around the X axis, pitch is rotation around the Y axis and yaw is the rotation around the Z axis.

Parent <target_destination>

The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent. Set an attachment point via 'parentname,attachment'.

Inputs

Inherited from LeadGoalBase

Activate <void>

Begin the leading behavior

Deactivate <void>

Stop the leading behavior

SetSuccess <void>

Notify success of leading

SetFailure <void>

Notify failure of leading

Inherited from BaseEntityPoint

Kill <void>

Removes this entity from the world.

KillHierarchy <void>

Removes this entity and all its children from the world.

SetParent <target_destination>

Changes the entity's parent in the movement hierarchy.

SetParentAttachment <string>

Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.

SetParentAttachmentMaintainOffset <string>

Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the parent at the time it is attached.

ClearParent <void>

Removes this entity from the the movement hierarchy, leaving it free to move independently.

SetLocalAngles <vector>

Sets the rotation of the entity relative to the parent's rotation.

SetLocalOrigin <vector>

Sets the position of the entity relative to its parent if one exists. Otherwise relative to the world.

SetAbsAngles <vector>

Set this entity's angles, always relative to the world origin.

AddOutput <string>

Adds an entity I/O connection to this entity or changes keyvalues dynamically. Format: '<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite, 1 = only once)>' or 'keyvalue newval'. Very dangerous, use with care.

FireUser1 <void>

Causes this entity's OnUser1 output to be fired.

FireUser2 <void>

Causes this entity's OnUser2 output to be fired.

FireUser3 <void>

Causes this entity's OnUser3 output to be fired.

FireUser4 <void>

Causes this entity's OnUser4 output to be fired.

Use <void>

More or less replicates the player interacting with an entity. (+USE)

PassUser1 <string>

Causes this entity's OutUser1 output to be fired, passing along the parameter unchanged.

PassUser2 <string>

Causes this entity's OutUser2 output to be fired, passing along the parameter unchanged.

PassUser3 <string>

Causes this entity's OutUser3 output to be fired, passing along the parameter unchanged.

PassUser4 <string>

Causes this entity's OutUser4 output to be fired, passing along the parameter unchanged.

FireRandomUser <void>

Fires OnUser1, OnUser2, OnUser3, or OnUser4 with a 25% chance of each.

PassRandomUser <string>

Fires OutUser1, OutUser2, OutUser3, or OutUser4 with a 25% chance of each. The parameter is passed along unchanged.

KillIfNotVisible <void>

Removes this entity if it is not in a player's viewcone.

KillWhenNotVisible <void>

Removes this entity when it is not in a player's viewcone. You can pass a time for when this should start.

FireOutput <string>

Fires the named output on this entity. Format: '<output name>:<activator>:<caller>:<parameter>:<delay>' (OnDeath:hl3cardgame:gaben). Everything beyond the output name is optional.

RemoveOutput <string>

Removes all instances of the named output on this entity. Wildcards are supported, meaning you could just pass '*' to wipe all outputs from this entity.

AcceptInput <string>

Fires the named input on this entity. Format: '<input name>:<parameter>:<activator>:<caller>:<output ID>' (SetTarget:cheese). Everything beyond the input name is optional. Mind the fact this is arranged differently from FireOutput, having the parameter right after the input name.

CancelPending <void>

Cancels any events fired by this entity that are currently pending in the I/O event queue.

FreeChildren <void>

Unparents all direct children of this entity.

SetLocalVelocity <vector>

Sets this entity's current velocity.

SetLocalAngularVelocity <vector>

Sets this entity's current angular velocity.

AddSpawnFlags <integer>

Adds spawnflag(s) to this entity. Many spawnflags have their respective numbers suffixed in this FGD.

RemoveSpawnFlags <integer>

Removes spawnflag(s) to this entity. Many spawnflags have their respective numbers suffixed in this FGD.

AddSolidFlags <integer>

Adds solid flags to this entity.

RemoveSolidFlags <integer>

Removes solid flags from this entity.

ChangeVariable <string>

Similar to AddOutput, except it changes an internal variable similar to logic_datadesc_accessor instead. Very dangerous, use with care.

SetHealth <integer>

Sets this entity's health.

AddHealth <integer>

Adds to this entity's health.

RemoveHealth <integer>

Removes from this entity's health.

SetMaxHealth <integer>

Sets this entity's max health.

SetEntityName <target_destination>

Sets this entity's name that other entities should refer to it by.

SetTarget <target_destination>

Sets this entity's target. This is specific to certain entities, particularly logic entities that involve a target.

SetOwnerEntity <target_destination>

Sets this entity's owner entity. This has nothing to do with parenting and has more to do with collision and kill credits.

SetThinkNull <void>

Sets this entity's general think function to null. Behavior varies from entity to entity..

Touch <target_destination>

Simulates this entity touching the specified entity.

Outputs

Inherited from LeadGoalBase

OnArrival <void>

Fires when NPC reaches the lead point

OnArrivalDone <void>

Fires when NPC has played out any arrival speech

OnSuccess <void>

Fires when NPC achieves the goal

OnFailure <void>

Fires when NPC fails to achieves the goal

OnDone <void>

Fires when NPC completes behavior (any post-success or fail acting is complete)

Inherited from BaseEntityPoint

OnUser1 <void>

Fired in response to FireUser1 input.

OnUser2 <void>

Fired in response to FireUser2 input.

OnUser3 <void>

Fired in response to FireUser3 input.

OnUser4 <void>

Fired in response to FireUser4 input.

OutUser1 <string>

Fires in response to PassUser1 input, with the parameter passed through unchanged.

OutUser2 <string>

Fires in response to PassUser2 input, with the parameter passed through unchanged.

OutUser3 <string>

Fires in response to PassUser3 input, with the parameter passed through unchanged.

OutUser4 <string>

Fires in response to PassUser4 input, with the parameter passed through unchanged.