keyvalues
• targetname (string) - name
• target (string)
• delay (integer) - delay before trigger
• killtarget (string) - kill target
• m_iszEntity (string) - target monster
• m_iszPlay (string) - action animation
• m_flRadius (integer) - search radius
• m_flRepeat (integer) - repeat rate ms
• m_flMoveTo (integer) - move to position...
0 = no
1 = walk
2 = run
4 = instantaneous
5 = no - turn to face
• m_iFinishSchedule (integer) - AI schedule when done
0 = default AI
1 = ambush
flags
• wait til seen (1)
• exit agitated (2)
• repeatable (4)
• leave corpse (8)
notes
• this is similar to the scripted sequence, but the monster retains its AI
related topics