Difference between revisions of "Monster flyer"

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HL1 Flyer
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==Entity description==
  
KEYS
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This entity spawns a [http://combineoverwiki.net/wiki/Boid Boid], that fly randomly. Doesnt have A.I. and dont interact with the player or other npcs. Is inoffensive.
  
Name targetname <target_source> The name that other entities refer to this entity by.
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==Keyvalues==
  
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.
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*'''Name''' ''targetname'' <target_source> The name that other entities refer to this entity by.
  
Render FX renderfx <choices>  
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*'''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 Distance renderdist <integer> currently only useable in combination with Hologram RenderFX
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*'''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
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        1 = Slow Pulse
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        2 = Fast Pulse
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        3 = Slow Wide Pulse
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        4 = Fast Wide Pulse
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        5 = Slow Fade Away
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        6 = Fast Fade Away
 +
        7 = Slow Become Solid
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        8 = Fast Become Solid
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        9 = Slow Strobe
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        10 = Fast Strobe
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        11 = Faster Strobe
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        12 = Slow Flicker
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        13 = Fast Flicker
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        14 = Constant Glow
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        15 = Distort
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        16 = Hologram (Distort and Fade)
  
Render Mode rendermode <choices> Used to set a non-standard rendering mode on this entity. See also 'FX Amount' and 'FX Color'.
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*'''Render Distance''' ''renderdist'' <integer> currently only useable in combination with Hologram RenderFX
  
FX Amount (0 - 255) renderamt <integer> The FX amount is used by the selected Render Mode.
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*'''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 Color (R G B) rendercolor <color255> The FX color is used by the selected Render Mode.
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*'''FX Amount (0 - 255)''' ''renderamt'' <integer> The FX amount is used by the selected Render Mode.
  
Disable Receiving Shadows disablereceiveshadows <choices>  
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*'''FX Color (R G B)''' ''rendercolor'' <color255> The FX color is used by the selected Render Mode.
  
Damage Filter damagefilter <target_destination> Name of the filter entity that controls which entities can damage us.
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*'''Disable Receiving Shadows''' ''disablereceiveshadows'' <choices>  
  
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.
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*'''Damage Filter''' ''damagefilter'' <target_destination> Name of the filter entity that controls which entities can damage us.
  
Disable shadows disableshadows <choices>  
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*'''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.
  
Target Path Corner target <target_destination> If set, the name of a path corner entity that this NPC will walk to, after spawning.
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*'''Disable shadows''' ''disableshadows'' <choices>  
  
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.
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*'''Target Path Corner''' ''target'' <target_destination> If set, the name of a path corner entity that this NPC will walk to, after spawning.
  
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.
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*'''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 Limit Nav hintlimiting <choices> Limits NPC to using specified hint group for navigation requests, but does not limit local navigation.
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*'''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.
  
spawnflags spawnflags <flags>  
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*'''Hint Limit Nav''' ''hintlimiting'' <choices> Limits NPC to using specified hint group for navigation requests, but does not limit local navigation.
  
Sleep State sleepstate <choices> Holds the NPC in stasis until specified condition. See also 'Wake Radius' and 'Wake Squad'.
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*'''spawnflags''' ''spawnflags'' <flags>
  
Wake Radius wakeradius <float> Auto-wake if player within this distance
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*'''Sleep State''' ''sleepstate'' <choices> Holds the NPC in stasis until specified condition. See also 'Wake Radius' and 'Wake Squad'.
  
Wake Squad wakesquad <choices> Wake all of the NPCs squadmates if the NPC is woken
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*'''Wake Radius''' ''wakeradius'' <float> Auto-wake if player within this distance
  
Enemy Filter enemyfilter <target_destination> Filter by which to filter potential enemies
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*'''Wake Squad''' ''wakesquad'' <choices> Wake all of the NPCs squadmates if the NPC is woken
  
Ignore unseen enemies ignoreunseenenemies <choices> Prefer visible enemies, regardless of distance or relationship priority
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*'''Enemy Filter''' ''enemyfilter'' <target_destination> Filter by which to filter potential enemies
  
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.
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*'''Ignore unseen enemies''' ''ignoreunseenenemies'' <choices> Prefer visible enemies, regardless of distance or relationship priority
  
Health npchealth <integer> Number of points of damage to take before dying. 0 means use default health.
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*'''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.
  
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.
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*'''Health''' ''npchealth'' <integer> Number of points of damage to take before dying. 0 means use default health.
  
Custom Model model <studio>  
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*'''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.
  
NPC Owner npcownerent <target_destination> Changes interactions between this ent and the chosen ent.
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*'''Custom Model''' ''model'' <studio>  
  
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.
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*'''NPC Owner''' ''npcownerent'' <target_destination> Changes interactions between this ent and the chosen ent.
  
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.
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*'''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 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.
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*'''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.
  
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*'''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.
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==Inputs==
  
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.
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*'''Kill''' Removes this entity from the world.
  
FireUser1 Causes this entity's OnUser1 output to be fired.
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*KillHierarchy Removes this entity and all its children from the world.
  
FireUser2 Causes this entity's OnUser2 output to be fired.
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*'''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.
  
FireUser3 Causes this entity's OnUser3 output to be fired.
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*'''FireUser1''' Causes this entity's OnUser1 output to be fired.
  
FireUser4 Causes this entity's OnUser4 output to be fired.
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*'''FireUser2''' Causes this entity's OnUser2 output to be fired.
  
Alpha <integer> Set the sprite's alpha (0 - 255).
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*'''FireUser3''' Causes this entity's OnUser3 output to be fired.
  
Color <color255> Set the sprite's color (R G B).
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*'''FireUser4''' Causes this entity's OnUser4 output to be fired.
  
SetDamageFilter <string> Sets the entity to use as damage filter. Pass in an empty string to clear the damage filter.
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*'''Alpha''' <integer> Set the sprite's alpha (0 - 255).
  
AddContext <string> Adds a context to this entity's list of response contexts. The format should be 'key:value'.
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*'''Color''' <color255> Set the sprite's color (R G B).
  
RemoveContext <string> Remove a context from this entity's list of response contexts. The name should match the 'key' of a previously added context.
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*'''SetDamageFilter''' <string> Sets the entity to use as damage filter. Pass in an empty string to clear the damage filter.
  
ClearContext Removes all contexts in this entity's list of response contexts.
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*'''AddContext''' <string> Adds a context to this entity's list of response contexts. The format should be 'key:value'.
  
DisableShadow Turn shadow off.
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*'''RemoveContext''' <string> Remove a context from this entity's list of response contexts. The name should match the 'key' of a previously added context.
  
EnableShadow Turn shadow on.
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*'''ClearContext''' Removes all contexts in this entity's list of response contexts.
  
SetRelationship <string> Changes this entity's relationship with another entity or class. Format: <entityname/classname> <D_HT/D_FR/D_LI/D_NU> <priority>
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*'''DisableShadow''' Turn shadow off.
  
SetEnemyFilter <string> Changes this NPC's enemy filter to the named filter.
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*'''EnableShadow''' Turn shadow on.
  
SetHealth <integer> Set this NPC's health.
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*'''SetRelationship''' <string> Changes this entity's relationship with another entity or class. Format: <entityname/classname> <D_HT/D_FR/D_LI/D_NU> <priority>
  
SetBodyGroup <integer> HACK: Sets this NPC's body group (from 0 - n). You'd better know what you are doing!
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*'''SetEnemyFilter''' <string> Changes this NPC's enemy filter to the named filter.
  
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.
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*'''SetHealth''' <integer> Set this NPC's health.
  
Ignite Ignite, burst into flames
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*'''SetBodyGroup''' <integer> HACK: Sets this NPC's body group (from 0 - n). You'd better know what you are doing!
  
IgniteLifetime <float> Ignite, with a parameter lifetime.
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*'''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.
  
IgniteNumHitboxFires <integer> Ignite, with a parameter number of hitbox fires.
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*'''Ignite''' Ignite, burst into flames
  
IgniteHitboxFireScale <float> Ignite, with a parameter hitbox fire scale.
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*'''IgniteLifetime''' <float> Ignite, with a parameter lifetime.
  
Break Break, smash into pieces
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*'''IgniteNumHitboxFires''' <integer> Ignite, with a parameter number of hitbox fires.
  
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.
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*'''IgniteHitboxFireScale''' <float> Ignite, with a parameter hitbox fire scale.
  
StopScripting Exit scripting state.
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*'''Break''' Break, smash into pieces
  
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.
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*'''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.
  
Wake Wakes up the NPC if it is sleeping.
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*'''StopScripting''' Exit scripting state.
  
ForgetEntity <string> Clears out the NPC's knowledge of a named entity.
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*'''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.
  
GagEnable Turn on the NPC Gag flag. NPC won't speak outside of choreographed scenes.
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*'''Wake''' Wakes up the NPC if it is sleeping.
  
GagDisable Turn off the NPC Gag flag.
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*'''ForgetEntity''' <string> Clears out the NPC's knowledge of a named entity.
  
IgnoreDangerSounds <float> Ignore danger sounds for the specified number of seconds.
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*'''GagEnable''' Turn on the NPC Gag flag. NPC won't speak outside of choreographed scenes.
  
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.
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*'''GagDisable''' Turn off the NPC Gag flag.
  
HolsterAndDestroyWeapon Identical to HolsterWeapon, except the weapon is destroyed once it has been holstered and concealed.
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*'''IgnoreDangerSounds''' <float> Ignore danger sounds for the specified number of seconds.
  
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.
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*'''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.
  
ForceInteractionWithNPC <string> Force the NPC to use a dynamic interaction with another NPC. Parameter format: <target NPC name> <dynamic interaction name>
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*'''HolsterAndDestroyWeapon''' Identical to HolsterWeapon, except the weapon is destroyed once it has been holstered and concealed.
  
UpdateEnemyMemory <string> Update (or Create) this NPC's memory of an enemy and its location
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*'''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.
  
BecomeRagdoll This NPC will instantly become a ragdoll with ZERO force (just go limp). OnDeath, OnHalfHealth, etc. Outputs will **NOT** BE FIRED.
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*'''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
  
OUTPUTS
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'''BecomeRagdoll''' This NPC will instantly become a ragdoll with ZERO force (just go limp). OnDeath, OnHalfHealth, etc. Outputs *will **NOT** BE FIRED.
  
OnUser1 Fired in response to FireUser1 input.
 
  
OnUser2 Fired in response to FireUser2 input.
 
  
OnUser3 Fired in response to FireUser3 input.
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==Outputs==
  
OnUser4 Fired in response to FireUser4 input.
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*'''OnUser1''' Fired in response to FireUser1 input.
  
OnDamaged Fired when this NPC takes damage.
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*'''OnUser2''' Fired in response to FireUser2 input.
  
OnDeath Fired when this NPC is killed.
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*'''OnUser3''' Fired in response to FireUser3 input.
  
OnHalfHealth Fired when this NPC reaches half of its maximum health.
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*'''OnUser4''' Fired in response to FireUser4 input.
  
OnHearWorld Fired when this NPC hears a sound (other than combat or the player).
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*'''OnDamaged''' Fired when this NPC takes damage.
  
OnHearPlayer Fired when this NPC hears the player.
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*'''OnDeath''' Fired when this NPC is killed.
  
OnHearCombat Fired when this NPC hears combat sounds.
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*'''OnHalfHealth''' Fired when this NPC reaches half of its maximum health.
  
OnFoundEnemy <string> Fired when this NPC establishes line of sight to its enemy (outputs entity).
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*'''OnHearWorld''' Fired when this NPC hears a sound (other than combat or the player).
  
OnLostEnemyLOS Fired when this NPC loses line of sight to its enemy.
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*'''OnHearPlayer''' Fired when this NPC hears the player.
  
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.
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*'''OnHearCombat''' Fired when this NPC hears combat sounds.
  
OnFoundPlayer <string> Fired when this NPC establishes line of sight to its enemy, and that enemy is a player (outputs player entity).
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*'''OnFoundEnemy''' <string> Fired when this NPC establishes line of sight to its enemy (outputs entity).
  
OnLostPlayerLOS Fired when this NPC loses line of sight to its enemy, and that enemy is a player.
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*'''OnLostEnemyLOS''' Fired when this NPC loses line of sight to its enemy.
  
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.
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*'''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.
  
OnDamagedByPlayer Fired when this NPC is hurt by a player.
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*'''OnFoundPlayer''' <string> Fired when this NPC establishes line of sight to its enemy, and that enemy is a player (outputs player entity).
  
OnDamagedByPlayerSquad Fired when this NPC is hurt by a player OR by one of the player's squadmates.
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*'''OnLostPlayerLOS''' Fired when this NPC loses line of sight to its enemy, and that enemy is a player.
  
OnDenyCommanderUse Fired when this NPC has refused to join the player's squad.
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*'''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.
  
OnSleep Fired when this NPC enters a sleep state.
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*'''OnDamagedByPlayer''' Fired when this NPC is hurt by a player.
  
OnWake Fired when this NPC comes out of a sleep state.
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*'''OnDamagedByPlayerSquad''' Fired when this NPC is hurt by a player OR by one of the player's squadmates.
  
OnForcedInteractionStarted Fired when the NPC starts a forced interaction.
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*'''OnDenyCommanderUse''' Fired when this NPC has refused to join the player's squad.
  
OnForcedInteractionAborted Fired when the NPC aborts a forced interaction for some reason (target NPC died, couldn't be pathed to, etc)
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*'''OnSleep''' Fired when this NPC enters a sleep state.
  
OnForcedInteractionFinished NPCs in actbusies can no longer perform dynamic interactions.
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*'''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
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*Ignore player push (dont give away to player)
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*Do NOT fade corpse

Revision as of 13:10, 25 February 2012

Entity.png 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.
Stub.png This page is a stub. Please help us by expanding it.
Thank you!


Entity description

This entity spawns a Boid, that fly randomly. 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