info_npc_spawn_destination

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This is a point entity available in all Source games.

Contents

Entity Description

NPC Spawn Destination. An npc_template_maker (or another npc_makers which use templates, such as npc_hunter_maker) can optionally have these set as the destination of where the NPC will spawn. If multiple info_npc_spawn_destinations exist with the same targetname, one will be selected either at random, or based on the parameters of the npc_template_maker.

To do: Write a better description.

Keyvalues

  • Targetname:

Name <string>
The targetname other entities refer to this entity by.
  • Parentname:

Parent <targetname>
Specifies the targetname of this entity's movement parent. Entities with parents move with their parent.
  • Angles:

Pitch Yaw Roll (Y Z X) <angle>
This entity's angular orientation in the world.
  • ReuseDelay
<float> After an NPC is spawned at this destination, the delay before this destination is eligible for selection again.
  • RenameNPC
<string> If an NPC spawns at this destination, change that NPC's targetname to this.

Inputs

  • Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and all its children from the world.
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.
  • Parentname:

SetParent <targetname>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <string>
Attach to a named attachment on the current parent. The entity will teleport so that the position of its root bone matches that of the attachment.
SetParentAttachmentMaintainOffset <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from its current movement hierarchy.

Outputs

  • Targetname:

OnUser1 to OnUser4
Fired in response to the FireUser inputs; see User Inputs and Outputs.
OnKilled (New with Left 4 Dead)
Fired when the entity is killed and removed from the game.
  • OnSpawnNPC
Fired when an NPC spawns at this destination.
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