Difference between revisions of "Npc hgrunt/zh-hans"
From Obsidian Conflict Wiki
(Created page with "{{oc_ent}} == 实体描述 == 这个实体将会刷新一个士兵 (海军陆战队士兵). 这个实体是现代版本的'''monster_human_grunt''' (ToDo: 老版本会继续...") |
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*'''Pitch Yaw Roll (Y Z X)''' ''angles'' <数值> 设置该实体的初始刷新角度. | *'''Pitch Yaw Roll (Y Z X)''' ''angles'' <数值> 设置该实体的初始刷新角度. | ||
*'''Render FX''' ''renderfx'' <choices> 给予一个物体特殊的渲染方式。可选择的方式有: | *'''Render FX''' ''renderfx'' <choices> 给予一个物体特殊的渲染方式。可选择的方式有: | ||
− | 0 = Normal | + | 0 = Normal //正常 |
− | 1 = Slow Pulse | + | 1 = Slow Pulse // |
− | 2 = Fast Pulse | + | 2 = Fast Pulse // |
− | 3 = Slow Wide Pulse | + | 3 = Slow Wide Pulse // |
− | 4 = Fast Wide Pulse | + | 4 = Fast Wide Pulse // |
− | 5 = Slow Fade Away | + | 5 = Slow Fade Away // |
− | 6 = Fast Fade Away | + | 6 = Fast Fade Away // |
− | 7 = Slow Become Solid | + | 7 = Slow Become Solid // |
− | 8 = Fast Become Solid | + | 8 = Fast Become Solid // |
− | 9 = Slow Strobe | + | 9 = Slow Strobe // |
− | 10 = Fast Strobe | + | 10 = Fast Strobe // |
− | 11 = Faster Strobe | + | 11 = Faster Strobe // |
− | 12 = Slow Flicker | + | 12 = Slow Flicker // |
− | 13 = Fast Flicker | + | 13 = Fast Flicker // |
− | 14 = Constant Glow | + | 14 = Constant Glow // |
− | 15 = Distort | + | 15 = Distort // |
− | 16 = Hologram (Distort and Fade) | + | 16 = Hologram (Distort and Fade) // |
− | *'''Render Distance''' ''renderdist'' <integer> | + | *'''Render Distance''' ''renderdist'' <integer> 这个设置只能与Hologram渲染模式结合使用。 |
*'''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: | *'''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: | ||
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5 = Additive | 5 = Additive | ||
− | *'''FX Amount (0 - 255)''' ''renderamt'' <integer> | + | *'''FX Amount (0 - 255)''' ''renderamt'' <integer> 设置一个渲染物体的透明度。0为完全透明。255为不透明 |
− | + | *'''FX Color (R G B)''' ''rendercolor'' <color255> 设置渲染物体的颜色 | |
− | *'''FX Color (R G B)''' ''rendercolor'' <color255> | + | *'''Disable Receiving Shadows''' ''disablereceiveshadows'' <choices> //是否接受阴影 |
− | |||
− | *'''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. |
Latest revision as of 05:12, 21 January 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. |
Contents
实体描述
这个实体将会刷新一个士兵 (海军陆战队士兵). 这个实体是现代版本的monster_human_grunt (ToDo: 老版本会继续工作么?有什么区别么?). 拥有合适的血量, 士兵 (在同一个小队里将会更加具有影响力) 将会使用手榴弹, 使用它们的武器进行攻击(尽管远距离射击时没有较好的精准), 或者肉搏.
Key values
- Name targetname <target_source> 这三个设置跟其他实体的设置相同。不做讲解。
- Pitch Yaw Roll (Y Z X) angles <数值> 设置该实体的初始刷新角度.
- Render FX renderfx <choices> 给予一个物体特殊的渲染方式。可选择的方式有:
0 = Normal //正常 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> 这个设置只能与Hologram渲染模式结合使用。
- 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> 设置一个渲染物体的透明度。0为完全透明。255为不透明
- FX Color (R G B) rendercolor <color255> 设置渲染物体的颜色
- Disable Receiving Shadows disablereceiveshadows <choices> //是否接受阴影
- 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.
- Waiting to Rappel? waitingtorappel <choices> (Yes or Not) If yes, this NPC spawns suspended in air and awaits a BeginRappel input. It will then spawn a zipline and slide down. When it hits the ground, NPC will cut away the line and try to move forward a few feet to make room for the next NPC. The NPC will not attempt to clear its landing space if it cannot do so by taking a few steps forward
- Weapons additionalequipment <choices> If you want use a custom weapon that uses a custom script, write it here (example: custom_m4).
0 = AR2 1 = Shotgun 2 = Stunstick 3 = 357 4 = Random 5 = Nothing
- Number of Grenades NumGrenades <choices>
0 = None 1 = 1 2 = 2 3 = 3 4 = 4 5 = 5 6 = Unlimited
- Follow Player on Use? followonspawn <choices> (Yes or No)
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.
- BeginRappel BeginRappel
- Follow Allow Player Follow
- Dontfollow Disable Player Follow
- LookOn Look normally
- LookOff Don't look for myself, use other squad member's eyes
- StartPatrolling Patrol whenever I'm idle or alert.
- StopPatrolling Stop patrolling when I'm idle or alert.
- ThrowGrenadeAtTarget <target_destination> Throw a grenade at the specified target.
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.
- OnRappelTouchdown Fires when done rappeling
Flags
- Use leader model
- Start look off
- Don´t drop grenades
- Don´t drop AR2 ALT Fire (elite only)
- 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