Difference between revisions of "Monster flyer"
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{{oc_ent}} | {{oc_ent}} | ||
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+ | ==Entity description== | ||
− | + | This entity spawns a [http://combineoverwiki.net/wiki/Boid Boid], that follow path_corners. Doesnt have A.I. and dont interact with the player or other npcs. Is inoffensive. | |
− | + | ==Keyvalues== | |
− | Name targetname <target_source> The name that other entities refer to this entity by. | + | *'''Name''' ''targetname'' <target_source> The name that other entities refer to this entity by. |
− | Pitch Yaw Roll (Y Z X) angles <angle> This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis. | + | *'''Pitch Yaw Roll (Y Z X)''' ''angles'' <angle> This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis. |
− | Render FX renderfx <choices> | + | *'''Render FX''' ''renderfx'' <choices> Gives objects special render effects. Think of it as modifying whatever the Render Mode puts out. The options are as follows: |
+ | 0 = Normal | ||
+ | 1 = Slow Pulse | ||
+ | 2 = Fast Pulse | ||
+ | 3 = Slow Wide Pulse | ||
+ | 4 = Fast Wide Pulse | ||
+ | 5 = Slow Fade Away | ||
+ | 6 = Fast Fade Away | ||
+ | 7 = Slow Become Solid | ||
+ | 8 = Fast Become Solid | ||
+ | 9 = Slow Strobe | ||
+ | 10 = Fast Strobe | ||
+ | 11 = Faster Strobe | ||
+ | 12 = Slow Flicker | ||
+ | 13 = Fast Flicker | ||
+ | 14 = Constant Glow | ||
+ | 15 = Distort | ||
+ | 16 = Hologram (Distort and Fade) | ||
− | Render Distance renderdist <integer> currently only useable in combination with Hologram RenderFX | + | *'''Render Distance''' ''renderdist'' <integer> currently only useable in combination with Hologram RenderFX |
− | Render Mode rendermode <choices> Used to set a non-standard rendering mode on this entity. See also 'FX Amount' and 'FX Color'. | + | *'''Render Mode''' ''rendermode'' <choices> Used to set a non-standard rendering mode on this entity. See also 'FX Amount' and 'FX Color'. Controls the type of rendering that is used for an object. Options are: |
+ | 0 = Normal | ||
+ | 1 = Color | ||
+ | 2 = Texture | ||
+ | 3 = Glow | ||
+ | 4 = Solid | ||
+ | 5 = Additive | ||
− | FX Amount (0 - 255) renderamt <integer> The FX amount is used by the selected Render Mode. | + | *'''FX Amount (0 - 255)''' ''renderamt'' <integer> The FX amount is used by the selected Render Mode. |
− | FX Color (R G B) rendercolor <color255> The FX color is used by the selected Render Mode. | + | *'''FX Color (R G B)''' ''rendercolor'' <color255> The FX color is used by the selected Render Mode. |
− | Disable Receiving Shadows disablereceiveshadows <choices> | + | *'''Disable Receiving Shadows''' ''disablereceiveshadows'' <choices> |
− | Damage Filter damagefilter <target_destination> Name of the filter entity that controls which entities can damage us. | + | *'''Damage Filter''' ''damagefilter'' <target_destination> Name of the filter entity that controls which entities can damage us. |
− | Response Contexts ResponseContext <string> Response system context(s) for this entity. Format should be: 'key:value,key2:value2,etc'. When this entity speaks, the list of keys & values will be passed to the response rules system. | + | *'''Response Contexts''' ''ResponseContext'' <string> Response system context(s) for this entity. Format should be: 'key:value,key2:value2,etc'. When this entity speaks, the list of keys & values will be passed to the response rules system. |
− | Disable shadows disableshadows <choices> | + | *'''Disable shadows''' ''disableshadows'' <choices> |
− | Target Path Corner target <target_destination> If set, the name of a path corner entity that this NPC will walk to, after spawning. | + | *'''Target Path Corner''' ''target'' <target_destination> If set, the name of a path corner entity that this NPC will walk to, after spawning. |
− | Squad Name squadname <string> NPCs that are in the same squad (i.e. have matching squad names) will share information about enemies, and will take turns attacking and covering each other. | + | *'''Squad Name''' ''squadname'' <string> NPCs that are in the same squad (i.e. have matching squad names) will share information about enemies, and will take turns attacking and covering each other. |
− | Hint Group hintgroup <string> Hint groups are used by NPCs to restrict their hint-node searching to a subset of the map's hint nodes. Only hint nodes with matching hint group names will be considered by this NPC. | + | *'''Hint Group''' ''hintgroup'' <string> Hint groups are used by NPCs to restrict their hint-node searching to a subset of the map's hint nodes. Only hint nodes with matching hint group names will be considered by this NPC. |
− | Hint Limit Nav hintlimiting <choices> Limits NPC to using specified hint group for navigation requests, but does not limit local navigation. | + | *'''Hint Limit Nav''' ''hintlimiting'' <choices> Limits NPC to using specified hint group for navigation requests, but does not limit local navigation. |
− | spawnflags spawnflags <flags> | + | *'''spawnflags''' ''spawnflags'' <flags> |
− | Sleep State sleepstate <choices> Holds the NPC in stasis until specified condition. See also 'Wake Radius' and 'Wake Squad'. | + | *'''Sleep State''' ''sleepstate'' <choices> Holds the NPC in stasis until specified condition. See also 'Wake Radius' and 'Wake Squad'. |
− | Wake Radius wakeradius <float> Auto-wake if player within this distance | + | *'''Wake Radius''' ''wakeradius'' <float> Auto-wake if player within this distance |
− | Wake Squad wakesquad <choices> Wake all of the NPCs squadmates if the NPC is woken | + | *'''Wake Squad''' ''wakesquad'' <choices> Wake all of the NPCs squadmates if the NPC is woken |
− | Enemy Filter enemyfilter <target_destination> Filter by which to filter potential enemies | + | *'''Enemy Filter''' ''enemyfilter'' <target_destination> Filter by which to filter potential enemies |
− | Ignore unseen enemies ignoreunseenenemies <choices> Prefer visible enemies, regardless of distance or relationship priority | + | *'''Ignore unseen enemies''' ''ignoreunseenenemies'' <choices> Prefer visible enemies, regardless of distance or relationship priority |
− | Physics Impact Damage Scale physdamagescale <float> Scales damage energy when this character is hit by a physics object. With a value of 0 the NPC will take no damage from physics. | + | *'''Physics Impact Damage Scale''' ''physdamagescale'' <float> Scales damage energy when this character is hit by a physics object. With a value of 0 the NPC will take no damage from physics. |
− | Health npchealth <integer> Number of points of damage to take before dying. 0 means use default health. | + | *'''Health''' ''npchealth'' <integer> Number of points of damage to take before dying. 0 means use default health. |
− | Custom Name npcname <string> Name that will appear when your crosshair is on this npc. If left blank, it will display the classname of this npc. | + | *'''Custom Name''' ''npcname'' <string> Name that will appear when your crosshair is on this npc. If left blank, it will display the classname of this npc. |
− | Custom Model model <studio> | + | *'''Custom Model''' ''model'' <studio> |
− | NPC Owner npcownerent <target_destination> Changes interactions between this ent and the chosen ent. | + | *'''NPC Owner''' ''npcownerent'' <target_destination> Changes interactions between this ent and the chosen ent. |
− | Team teamnumber <choices> Sets this NPC's team. NPCs are agressive to everything not on their team. Only has an effect if teamplay is enabled in your map. | + | *'''Team''' ''teamnumber'' <choices> Sets this NPC's team. NPCs are agressive to everything not on their team. Only has an effect if teamplay is enabled in your map. |
− | Bounding Box Min CustomBounding1 <string> Bounding Box Min Vector(three spaced numbers, no commas), the bottom most point of this NPCs bounding box. ( Do not use negative values! ) Custom Boundingbox which should encompass all hitboxes. Hitboxes not encompased will not be used. | + | *'''Bounding Box Min''' ''CustomBounding1'' <string> Bounding Box Min Vector(three spaced numbers, no commas), the bottom most point of this NPCs bounding box. ( Do not use negative values! ) Custom Boundingbox which should encompass all hitboxes. Hitboxes not encompased will not be used. |
− | Bounding Box Max CustomBounding2 <string> Bounding Box Max Vector(three spaced numbers, no commas), the top most point of this NPCs bounding box. ( Do not use negative values! ) Custom Boundingbox which should encompass all hitboxes. Hitboxes not encompased will not be used. | + | *'''Bounding Box Max''' ''CustomBounding2'' <string> Bounding Box Max Vector(three spaced numbers, no commas), the top most point of this NPCs bounding box. ( Do not use negative values! ) Custom Boundingbox which should encompass all hitboxes. Hitboxes not encompased will not be used. |
− | |||
− | + | ==Inputs== | |
− | + | *'''Kill''' Removes this entity from the world. | |
− | + | *KillHierarchy Removes this entity and all its children from the world. | |
− | + | *'''AddOutput''' <string> Adds an entity I/O connection to this entity. Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>. Very dangerous, use with care. | |
− | + | *'''FireUser1''' Causes this entity's OnUser1 output to be fired. | |
− | + | *'''FireUser2''' Causes this entity's OnUser2 output to be fired. | |
− | + | *'''FireUser3''' Causes this entity's OnUser3 output to be fired. | |
− | + | *'''FireUser4''' Causes this entity's OnUser4 output to be fired. | |
− | + | *'''Alpha''' <integer> Set the sprite's alpha (0 - 255). | |
− | + | *'''Color''' <color255> Set the sprite's color (R G B). | |
− | + | *'''SetDamageFilter''' <string> Sets the entity to use as damage filter. Pass in an empty string to clear the damage filter. | |
− | + | *'''AddContext''' <string> Adds a context to this entity's list of response contexts. The format should be 'key:value'. | |
− | + | *'''RemoveContext''' <string> Remove a context from this entity's list of response contexts. The name should match the 'key' of a previously added context. | |
− | + | *'''ClearContext''' Removes all contexts in this entity's list of response contexts. | |
− | + | *'''DisableShadow''' Turn shadow off. | |
− | + | *'''EnableShadow''' Turn shadow on. | |
− | + | *'''SetRelationship''' <string> Changes this entity's relationship with another entity or class. Format: <entityname/classname> <D_HT/D_FR/D_LI/D_NU> <priority> | |
− | + | *'''SetEnemyFilter''' <string> Changes this NPC's enemy filter to the named filter. | |
− | + | *'''SetHealth''' <integer> Set this NPC's health. | |
− | + | *'''SetBodyGroup''' <integer> HACK: Sets this NPC's body group (from 0 - n). You'd better know what you are doing! | |
− | + | *'''physdamagescale''' <float> Sets the value that scales damage energy when this character is hit by a physics object. NOTE: 0 means this feature is disabled for backwards compatibility. | |
− | + | *'''Ignite''' Ignite, burst into flames | |
− | + | *'''IgniteLifetime''' <float> Ignite, with a parameter lifetime. | |
− | + | *'''IgniteNumHitboxFires''' <integer> Ignite, with a parameter number of hitbox fires. | |
− | + | *'''IgniteHitboxFireScale''' <float> Ignite, with a parameter hitbox fire scale. | |
− | + | *'''Break''' Break, smash into pieces | |
− | + | *'''StartScripting''' Enter scripting state. In this state, NPCs ignore a variety of stimulus that would make them break out of their scripts: They ignore danger sounds, ignore +USE, don't idle speak or respond to other NPC's idle speech, and so on. | |
− | + | *'''StopScripting''' Exit scripting state. | |
− | + | *'''SetSquad''' <string> Set the name of this NPC's squad. It will be removed from any existing squad automatically. Leaving the parameter blank will remove the NPC from any existing squad. | |
− | + | *'''Wake''' Wakes up the NPC if it is sleeping. | |
− | + | *'''ForgetEntity''' <string> Clears out the NPC's knowledge of a named entity. | |
− | + | *'''GagEnable''' Turn on the NPC Gag flag. NPC won't speak outside of choreographed scenes. | |
− | + | *'''GagDisable''' Turn off the NPC Gag flag. | |
− | + | *'''IgnoreDangerSounds''' <float> Ignore danger sounds for the specified number of seconds. | |
− | + | *'''HolsterWeapon''' Force the NPC to holster their weapon. Ignored if the NPC is scripting, if the NPC's weapon is already holstered, or if the NPC doesn't use weapons. | |
− | + | *'''HolsterAndDestroyWeapon''' Identical to HolsterWeapon, except the weapon is destroyed once it has been holstered and concealed. | |
− | + | *'''UnholsterWeapon''' Force the NPC to draw their weapon. Ignored if the NPC is scripting, if the NPC's weapon is already drawn, or if the NPC doesn't use weapons. | |
− | + | *'''ForceInteractionWithNPC''' <string> Force the NPC to use a dynamic interaction with another NPC. Parameter format: <target NPC name> <dynamic interaction name> | |
− | + | *'''UpdateEnemyMemory''' <string> Update (or Create) this NPC's memory of an enemy and its location | |
+ | '''BecomeRagdoll''' This NPC will instantly become a ragdoll with ZERO force (just go limp). OnDeath, OnHalfHealth, etc. Outputs *will **NOT** BE FIRED. | ||
− | |||
− | |||
− | + | ==Outputs== | |
− | + | *'''OnUser1''' Fired in response to FireUser1 input. | |
− | + | *'''OnUser2''' Fired in response to FireUser2 input. | |
− | + | *'''OnUser3''' Fired in response to FireUser3 input. | |
− | + | *'''OnUser4''' Fired in response to FireUser4 input. | |
− | + | *'''OnDamaged''' Fired when this NPC takes damage. | |
− | + | *'''OnDeath''' Fired when this NPC is killed. | |
− | + | *'''OnHalfHealth''' Fired when this NPC reaches half of its maximum health. | |
− | + | *'''OnHearWorld''' Fired when this NPC hears a sound (other than combat or the player). | |
− | + | *'''OnHearPlayer''' Fired when this NPC hears the player. | |
− | + | *'''OnHearCombat''' Fired when this NPC hears combat sounds. | |
− | + | *'''OnFoundEnemy''' <string> Fired when this NPC establishes line of sight to its enemy (outputs entity). | |
− | + | *'''OnLostEnemyLOS''' Fired when this NPC loses line of sight to its enemy. | |
− | + | *'''OnLostEnemy''' Fired when this NPC loses its enemy. Usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy. | |
− | + | *'''OnFoundPlayer''' <string> Fired when this NPC establishes line of sight to its enemy, and that enemy is a player (outputs player entity). | |
− | + | *'''OnLostPlayerLOS''' Fired when this NPC loses line of sight to its enemy, and that enemy is a player. | |
− | + | *'''OnLostPlayer''' Fired when this NPC loses its enemy, and that enemy was a player. Usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy. | |
− | + | *'''OnDamagedByPlayer''' Fired when this NPC is hurt by a player. | |
− | + | *'''OnDamagedByPlayerSquad''' Fired when this NPC is hurt by a player OR by one of the player's squadmates. | |
− | + | *'''OnDenyCommanderUse''' Fired when this NPC has refused to join the player's squad. | |
− | + | *'''OnSleep''' Fired when this NPC enters a sleep state. | |
− | + | *'''OnWake''' Fired when this NPC comes out of a sleep state. | |
− | OnForcedInteractionFinished NPCs in actbusies can no longer perform dynamic interactions. | + | *'''OnForcedInteractionStarted''' Fired when the NPC starts a forced interaction. |
+ | |||
+ | *'''OnForcedInteractionAborted''' Fired when the NPC aborts a forced interaction for some reason (target NPC died, couldn't be pathed to, etc) | ||
+ | |||
+ | *'''OnForcedInteractionFinished''' NPCs in actbusies can no longer perform dynamic interactions. | ||
+ | |||
+ | ==Flags== | ||
+ | |||
+ | *Wait Till Seen | ||
+ | *Gag (No IDLE sounds until angry) | ||
+ | *Fall to ground (unchecked means "teleport" to ground) | ||
+ | *Drop Healthkit | ||
+ | *Efficient - Don´t acquire enemies or avoid obstacles | ||
+ | *Wait for script | ||
+ | *Long visibility/shoot | ||
+ | *Think outside PVS | ||
+ | *Template NPC (used by npc_maker, will not spawn) | ||
+ | *Do Alternate collision for this npc (player avoidance) | ||
+ | *Don´t drop weapons | ||
+ | *Ignore player push (dont give away to player) | ||
+ | *Do NOT fade corpse |
Latest revision as of 13:21, 25 February 2012
This Page contains informations about an Obsidian Conflict Entity, which means it is only availible for Obsidian Conflict or rather in that form it is explained. |
Entity description
This entity spawns a Boid, that follow path_corners. Doesnt have A.I. and dont interact with the player or other npcs. Is inoffensive.
Keyvalues
- Name targetname <target_source> The name that other entities refer to this entity by.
- Pitch Yaw Roll (Y Z X) angles <angle> This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
- Render FX renderfx <choices> Gives objects special render effects. Think of it as modifying whatever the Render Mode puts out. The options are as follows:
0 = Normal 1 = Slow Pulse 2 = Fast Pulse 3 = Slow Wide Pulse 4 = Fast Wide Pulse 5 = Slow Fade Away 6 = Fast Fade Away 7 = Slow Become Solid 8 = Fast Become Solid 9 = Slow Strobe 10 = Fast Strobe 11 = Faster Strobe 12 = Slow Flicker 13 = Fast Flicker 14 = Constant Glow 15 = Distort 16 = Hologram (Distort and Fade)
- Render Distance renderdist <integer> currently only useable in combination with Hologram RenderFX
- Render Mode rendermode <choices> Used to set a non-standard rendering mode on this entity. See also 'FX Amount' and 'FX Color'. Controls the type of rendering that is used for an object. Options are:
0 = Normal 1 = Color 2 = Texture 3 = Glow 4 = Solid 5 = Additive
- FX Amount (0 - 255) renderamt <integer> The FX amount is used by the selected Render Mode.
- FX Color (R G B) rendercolor <color255> The FX color is used by the selected Render Mode.
- Disable Receiving Shadows disablereceiveshadows <choices>
- Damage Filter damagefilter <target_destination> Name of the filter entity that controls which entities can damage us.
- Response Contexts ResponseContext <string> Response system context(s) for this entity. Format should be: 'key:value,key2:value2,etc'. When this entity speaks, the list of keys & values will be passed to the response rules system.
- Disable shadows disableshadows <choices>
- Target Path Corner target <target_destination> If set, the name of a path corner entity that this NPC will walk to, after spawning.
- Squad Name squadname <string> NPCs that are in the same squad (i.e. have matching squad names) will share information about enemies, and will take turns attacking and covering each other.
- Hint Group hintgroup <string> Hint groups are used by NPCs to restrict their hint-node searching to a subset of the map's hint nodes. Only hint nodes with matching hint group names will be considered by this NPC.
- Hint Limit Nav hintlimiting <choices> Limits NPC to using specified hint group for navigation requests, but does not limit local navigation.
- spawnflags spawnflags <flags>
- Sleep State sleepstate <choices> Holds the NPC in stasis until specified condition. See also 'Wake Radius' and 'Wake Squad'.
- Wake Radius wakeradius <float> Auto-wake if player within this distance
- Wake Squad wakesquad <choices> Wake all of the NPCs squadmates if the NPC is woken
- Enemy Filter enemyfilter <target_destination> Filter by which to filter potential enemies
- Ignore unseen enemies ignoreunseenenemies <choices> Prefer visible enemies, regardless of distance or relationship priority
- Physics Impact Damage Scale physdamagescale <float> Scales damage energy when this character is hit by a physics object. With a value of 0 the NPC will take no damage from physics.
- Health npchealth <integer> Number of points of damage to take before dying. 0 means use default health.
- Custom Name npcname <string> Name that will appear when your crosshair is on this npc. If left blank, it will display the classname of this npc.
- Custom Model model <studio>
- NPC Owner npcownerent <target_destination> Changes interactions between this ent and the chosen ent.
- Team teamnumber <choices> Sets this NPC's team. NPCs are agressive to everything not on their team. Only has an effect if teamplay is enabled in your map.
- Bounding Box Min CustomBounding1 <string> Bounding Box Min Vector(three spaced numbers, no commas), the bottom most point of this NPCs bounding box. ( Do not use negative values! ) Custom Boundingbox which should encompass all hitboxes. Hitboxes not encompased will not be used.
- Bounding Box Max CustomBounding2 <string> Bounding Box Max Vector(three spaced numbers, no commas), the top most point of this NPCs bounding box. ( Do not use negative values! ) Custom Boundingbox which should encompass all hitboxes. Hitboxes not encompased will not be used.
Inputs
- Kill Removes this entity from the world.
- KillHierarchy Removes this entity and all its children from the world.
- AddOutput <string> Adds an entity I/O connection to this entity. Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>. Very dangerous, use with care.
- FireUser1 Causes this entity's OnUser1 output to be fired.
- FireUser2 Causes this entity's OnUser2 output to be fired.
- FireUser3 Causes this entity's OnUser3 output to be fired.
- FireUser4 Causes this entity's OnUser4 output to be fired.
- Alpha <integer> Set the sprite's alpha (0 - 255).
- Color <color255> Set the sprite's color (R G B).
- SetDamageFilter <string> Sets the entity to use as damage filter. Pass in an empty string to clear the damage filter.
- AddContext <string> Adds a context to this entity's list of response contexts. The format should be 'key:value'.
- RemoveContext <string> Remove a context from this entity's list of response contexts. The name should match the 'key' of a previously added context.
- ClearContext Removes all contexts in this entity's list of response contexts.
- DisableShadow Turn shadow off.
- EnableShadow Turn shadow on.
- SetRelationship <string> Changes this entity's relationship with another entity or class. Format: <entityname/classname> <D_HT/D_FR/D_LI/D_NU> <priority>
- SetEnemyFilter <string> Changes this NPC's enemy filter to the named filter.
- SetHealth <integer> Set this NPC's health.
- SetBodyGroup <integer> HACK: Sets this NPC's body group (from 0 - n). You'd better know what you are doing!
- physdamagescale <float> Sets the value that scales damage energy when this character is hit by a physics object. NOTE: 0 means this feature is disabled for backwards compatibility.
- Ignite Ignite, burst into flames
- IgniteLifetime <float> Ignite, with a parameter lifetime.
- IgniteNumHitboxFires <integer> Ignite, with a parameter number of hitbox fires.
- IgniteHitboxFireScale <float> Ignite, with a parameter hitbox fire scale.
- Break Break, smash into pieces
- StartScripting Enter scripting state. In this state, NPCs ignore a variety of stimulus that would make them break out of their scripts: They ignore danger sounds, ignore +USE, don't idle speak or respond to other NPC's idle speech, and so on.
- StopScripting Exit scripting state.
- SetSquad <string> Set the name of this NPC's squad. It will be removed from any existing squad automatically. Leaving the parameter blank will remove the NPC from any existing squad.
- Wake Wakes up the NPC if it is sleeping.
- ForgetEntity <string> Clears out the NPC's knowledge of a named entity.
- GagEnable Turn on the NPC Gag flag. NPC won't speak outside of choreographed scenes.
- GagDisable Turn off the NPC Gag flag.
- IgnoreDangerSounds <float> Ignore danger sounds for the specified number of seconds.
- HolsterWeapon Force the NPC to holster their weapon. Ignored if the NPC is scripting, if the NPC's weapon is already holstered, or if the NPC doesn't use weapons.
- HolsterAndDestroyWeapon Identical to HolsterWeapon, except the weapon is destroyed once it has been holstered and concealed.
- UnholsterWeapon Force the NPC to draw their weapon. Ignored if the NPC is scripting, if the NPC's weapon is already drawn, or if the NPC doesn't use weapons.
- ForceInteractionWithNPC <string> Force the NPC to use a dynamic interaction with another NPC. Parameter format: <target NPC name> <dynamic interaction name>
- UpdateEnemyMemory <string> Update (or Create) this NPC's memory of an enemy and its location
BecomeRagdoll This NPC will instantly become a ragdoll with ZERO force (just go limp). OnDeath, OnHalfHealth, etc. Outputs *will **NOT** BE FIRED.
Outputs
- OnUser1 Fired in response to FireUser1 input.
- OnUser2 Fired in response to FireUser2 input.
- OnUser3 Fired in response to FireUser3 input.
- OnUser4 Fired in response to FireUser4 input.
- OnDamaged Fired when this NPC takes damage.
- OnDeath Fired when this NPC is killed.
- OnHalfHealth Fired when this NPC reaches half of its maximum health.
- OnHearWorld Fired when this NPC hears a sound (other than combat or the player).
- OnHearPlayer Fired when this NPC hears the player.
- OnHearCombat Fired when this NPC hears combat sounds.
- OnFoundEnemy <string> Fired when this NPC establishes line of sight to its enemy (outputs entity).
- OnLostEnemyLOS Fired when this NPC loses line of sight to its enemy.
- OnLostEnemy Fired when this NPC loses its enemy. Usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy.
- OnFoundPlayer <string> Fired when this NPC establishes line of sight to its enemy, and that enemy is a player (outputs player entity).
- OnLostPlayerLOS Fired when this NPC loses line of sight to its enemy, and that enemy is a player.
- OnLostPlayer Fired when this NPC loses its enemy, and that enemy was a player. Usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy.
- OnDamagedByPlayer Fired when this NPC is hurt by a player.
- OnDamagedByPlayerSquad Fired when this NPC is hurt by a player OR by one of the player's squadmates.
- OnDenyCommanderUse Fired when this NPC has refused to join the player's squad.
- OnSleep Fired when this NPC enters a sleep state.
- OnWake Fired when this NPC comes out of a sleep state.
- OnForcedInteractionStarted Fired when the NPC starts a forced interaction.
- OnForcedInteractionAborted Fired when the NPC aborts a forced interaction for some reason (target NPC died, couldn't be pathed to, etc)
- OnForcedInteractionFinished NPCs in actbusies can no longer perform dynamic interactions.
Flags
- Wait Till Seen
- Gag (No IDLE sounds until angry)
- Fall to ground (unchecked means "teleport" to ground)
- Drop Healthkit
- Efficient - Don´t acquire enemies or avoid obstacles
- Wait for script
- Long visibility/shoot
- Think outside PVS
- Template NPC (used by npc_maker, will not spawn)
- Do Alternate collision for this npc (player avoidance)
- Don´t drop weapons
- Ignore player push (dont give away to player)
- Do NOT fade corpse