Table of contents1 Entity Description2 Keyvalues3 Flags4 Inputs
All NPCs covered by this entity will stay behind it. They may make small exceptions to round obstacles if required. The pigeon model on top of the entity signifies its direction when in-editor. Use ai_drawbattlelines to give an in-game visualisation of battle line positions.
Battle lines can have some very interesting uses: you might perhaps parent them to a member of the standoff or use them in reverse, to keep the standoff moving forwards.
- Actor(s) or squad to affect: Specify the NPCs to be involved in the standoff.
Have multiple squads graded by weapons for a more dynamic battle.
- Strict: Can the player override this battle line with squad commands? This is a double negative:
Yes means it IS strict and CANNOT be overwritten. Set to
No to allow the player to order NPCs over the line.
- Note that this keyvalue will not overwrite the standoff's aggressiveness. NPCs in a standoff obey their aggressiveness as well as your commands, and sometimes they will conflict.
- Use parent's orientation: If this flag is not checked and the battle line is parented to an NPC, when that NPC turns the battle line will turn with it. This is in almost all situations very undesirable.
- SetParentAttachment: Once a parent has been set through keyvalues, use this input to set the battle line to attach to a particular attachment point on it. This would require a truly gigantic animated prop to become useful: god knows what Valve had that needed it...
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