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
moralOnly characters with an equal or lower moral will be affected by this brush.
cast_groupGang 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_groupGang 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_groupGang 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
targetnameThis entity's ID, used in 'guard_target' of the cast entity
guard_radiusMax 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
targetDoor's ID
pathtargetpath_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 positionning target for safecrackers (Buster and Fingers) in Poisonville and locksmith (David) in Steeltown.
Keys
targetnameThis 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_groupGang number that owns the territory -- 1 = friendly, 2+ = enemy
anglePoints to the direction of the territory
radiusDistance from brush before the player will be attacked (default=512)
moralMoral -- 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 path_corner_cast.
Keys
targetCharacter's ID to be triggered
cast_groupGang 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
targetLink to an info_null to set direction
waitTime spent listening to the radio
speedTime spent discussing the game afterwards
delayTime to wait between starting to listen to the radio
killtargetID 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 path_corner for brush-based entities.
Spawnflags
1TELEPORTEntities targeting this point will instantly appear here.
Keys
targetNext path_corner_cast's ID
targetnameThis path_corner_cast's ID
killtargetID of the entity to delete when reached
nameSound to play when reached.
pathtargetEntity to trigger when an entity that has this path_corner targeted touches it
combattargetWhen the cast reaches this marker, they'll attack this target
scriptnameHard-coded script to call when reaching this marker
waitWait (in seconds)