Npc bullsquid

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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.

Entity description

Although there are no physical bullsquid resources provided in Half-Life 2, the npc_bullsquid entity is fully supported in code.

The bullsquid is known to bite, known to spit on its victims, and use its tail to whip its enemies.

The bullsquid used to be called bullchicken.


Models:

   * models/bullsquid.mdl
   * models/spitball_large.mdl
   * models/spitball_medium.mdl
   * models/spitball_small.mdl 


Sounds

   * NPC_Bullsquid.Idle
   * NPC_Bullsquid.Pain
   * NPC_Bullsquid.Death
   * NPC_Bullsquid.Attack1
   * NPC_Bullsquid.Growl
   * NPC_Bullsquid.TailWhip
   * GrenadeSpit.Acid
   * GrenadeSpit.Hit 


Dedicated CVars

   * sk_bullsquid_health <integer> 
   Bullsquid spawn health 


   * sk_bullsquid_dmg_bite <integer> 
   Bullsquid bite damage 


   * sk_bullsquid_dmg_whip <integer> 
   Maximum health an enemy has for bullsquid to attempt a tailwhip. 


Keyvalues

Note: Some keyvalues, flags, inputs, or outputs might not affect an NPC based on the functionality and coding of the NPC.

   * BaseNPC:
  • Target Path Corner <targetname>

The path_corner that this NPC will move to after spawning.


  • Squad Name <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 <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 <bool>

Limits NPC to using specified hint group for navigation requests, but does not limit local navigation.


  • Sleep State <choices>
   Holds the NPC in stasis until specified condition. See also 'Wake Radius' and 'Wake Squad'.
       * 0: None
       * 1: Waiting for threat
       * 2: Waiting for PVS
       * 3: Waiting for input, ignore PVS
       * 4: Auto PVS
       * 5: Auto PVS after PVS 


  • Wake Radius <float>

Auto-wake if player within this distance.


  • Wake Squad <bool>

Wake all of the NPCs squadmates if the NPC is woken.


  • Enemy Filter <targetname>

Filter entity to test targets against.


  • Ignore unseen enemies <bool>
  • Physics Impact Damage Scale <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.


DamageFilter:

  • Damage Filter <targetname>

Name of the filter_damage_type that controls what damages this entity.


ResponseContext:

  • Response Contexts <string>

Pre-defined response system contexts for this entity. Format is key:value,key:value,...


Shadow:

  • Disable shadows <bool>

Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.


RenderFields:

  • Render Mode <choices>

Set a non-standard rendering mode on this entity. See Render Modes for details.


  • FX Amount (0 - 255) <int>

Intensity of the selected render mode.


  • FX Color (R G B) <color255>

Color used by the selected render mode (if applicable).


  • Disable Receiving Shadows <bool>

Prevents the entity from receiving shadows. To do: RTT and/or shadow map?


RenderFXChoices:

  • Render FX <choices>

Several GoldSrc-era visibility modes which change the way the entity is rendered, typically by fading it in and out.


Angles:

  • Pitch Yaw Roll (Y Z X) <angle>

This entity's angular orientation in the world.


Targetname:

  • Name <string>

The targetname other entities refer to this entity by.


  • Entity Scripts <VScripts> (New with Left 4 Dead 2)

Name(s) of script files that are executed after all entities have spawned.


  • Script think function <string> (New with Left 4 Dead 2)

Name of a function in this entity's script scope which will be called automatically.


Flags

   *
   * 1 : Wait Till Seen
   * 2 : Gag :No IDLE sounds until angry
   * 4 : Fall to ground :Unchecked means *teleport* to ground
   * 8 : Drop Healthkit
   * 16 : Efficient - Don't acquire enemies or avoid obstacles
   * 128 : Wait For Script
   * 256 : Long Visibility/Shoot
   * 512 : Fade Corpse
   * 1024 : Think outside PVS
   * 2048 : Template NPC: This entity is a template for the npc_template_maker. It will not spawn automatically and cannot be used with point_template.
   * 4096 : Do Alternate collision for this NPC (player avoidance)
   * 8192 : Don't drop weapons
   * 16384 : Ignore player push : Dont give way to player 


Inputs

   * BaseNPC:
  • SetRelationship <string|targetname or classname> <string|disposition> <int|rank>

Changes whether this NPC likes or dislikes certain others. Used like the ai_relationship entity, with this NPC as the subject.

Values for disposition are:

       * D_HT: Hate
       * D_FR: Fear
       * D_LI: Like
       * D_NU: Neutral 


  • SetHealth <int>

Set the NPC's health.


  • AddHealth <int> (New with Source 2007)

Add to the NPC's health.


  • RemoveHealth <int> (New with Source 2007)

Remove from the NPC's health.


  • SetBodyGroup <int>

HACK: Sets this NPC's body group (from 0 - n). You'd better know what you are doing!


  • physdamagescale <float>

Scales the damage taken when this character is hit by a physics object. 0 means this feature is disabled for backwards compatibility.


  • Ignite

Burst into flames.


  • IgniteLifetime <float>

Ignite for the given number of seconds.


  • IgniteNumHitboxFires <int>

Ignite with the given number of hitbox fires.


  • IgniteHitboxFireScale <float>

Ignite with the given hitbox fire scale.


  • Break

Smash into pieces. If this is not possible, the entity disappear.


  • BecomeRagdoll (New with Source 2007)

Become a ragdoll without removing yourself?


  • StartScripting

Enter scripting state, where 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, where 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.


  • Assault <targetname>

Start an assault at the given rally point.


  • SetSquad <string>

Change the name of this NPC's squad. Leaving the parameter blank will remove the NPC from any existing squad.


  • Wake

Wakes up the NPC if it is sleeping.


  • ForgetEntity <targetname>

Clears out the NPC's knowledge of a named entity.


  • GagEnable

Gagged NPCs won't speak (or moan, caw, etc.) unless made to be a choreographed scene.


  • GagDisable

Gagged NPCs won't speak (or moan, caw, etc.) unless made to be a choreographed scene.


  • 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 or if the NPC doesn't use weapons.


  • UnholsterWeapon

Force the NPC to unholster their weapon. Ignored if the NPC is scripting or if the NPC doesn't use weapons.


  • HolsterAndDestroyWeapon

As HolsterWeapon, except the weapon is destroyed once it has been concealed.


  • ForceInteractionWithNPC <string>

Force the NPC to use a dynamic interaction with another NPC. Syntax is <targetname> <dynamic interaction>.


  • UpdateEnemyMemory <targetname>

Update (or create) this NPC's memory of of the given entity.


RenderFields:


  • Color <color255>

Set the rendercolor.


  • Alpha <byte>

Set the renderamt.


DamageFilter:


  • SetDamageFilter <targetname>

Sets the entity to use as damage filter. Pass an empty string ("") to clear.


ResponseContext:


* AddContext <string>

Adds to the entity's list of response contexts. Format is <key>:<value>.


  • RemoveContext <string>

Remove a context from this entity's list. The name should match the key of an existing context.


  • ClearContext

Removes all contexts from this entity's list.



Shadow:


  • EnableShadow

Control the entity's cheap render-to-texture shadow. Does not affect shadow mapping.


  • DisableShadow

Control the entity's cheap render-to-texture shadow. Does not affect shadow mapping.


Targetname:


  • AddOutput <string>

Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.

   Format: <key> <value> 
   Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite> 


  • FireUser1 to FireUser4

Fire the OnUser outputs; see User Inputs and Outputs.


  • Kill

Removes this entity from the world.


  • KillHierarchy

Removes this entity and all its children from the world.


  • RunScriptFile <string> (New with Left 4 Dead 2)

Execute a game script from disk.


  • RunScriptCode <string> (New with Left 4 Dead 2)

Execute a string of script source code.


  • Use !FGD

Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.

This input is not included in Valve's FGDs.


Outputs

   * BaseNPC:


  • OnDamaged

Fired when this NPC takes damage (activator is the damage inflictor)


  • OnDeath

Fired when this NPC is killed (activator is the killer)


  • 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 <targetname>

Fired when this NPC establishes line of sight to its enemy


  • 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