npc_citizen

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The downtrodden citizens of City 17. They will pick up weapons, fight the Combine, and join the player's squad if they see him.

Contents

Cvars

ai_citizen_debug_commander <bool>
g_ai_citizen_show_enemy <bool>
npc_citizen_auto_player_squad <bool>
npc_citizen_auto_player_squad_allow_use <bool>
npc_citizen_explosive_resist <bool>
npc_citizen_insignia <bool>
npc_citizen_squad_marker <bool>
sk_citizen_giveammo_player_delay <float>
Time between ammo assistances.
sk_citizen_heal_ally <int>
sk_citizen_heal_ally_delay <float>
Time between medical assistances.
sk_citizen_heal_player <int>
sk_citizen_heal_player_delay <float>
Time between medical assistances.
sk_citizen_heal_player_min_forced <int>
sk_citizen_heal_player_min_pct <float>
sk_citizen_health <int>
A citizen's spawn health.
sk_citizen_player_stare_dist <float>
sk_citizen_player_stare_time <float>
sk_citizen_stare_heal_time <float>
Citizens get upset if a player stares at them for too long.

Keyvalues

Weapons <choices>
Weapon to spawn with.
Ammo To Resupply <choices>
If the appropriate spawnflag is set, the citizen will attempt to get close to the player and pass this type of ammunition when he/she runs low.
Amount Of Ammo To Give <int>
Amount of ammo the NPC has (in total) to give to the player.
Type <choices>
Changes the citizen's appearance (but not behaviour).
  • Default: the normal blue civil outfit. This is the same as Downtrodden, but with default for the basic entity.
  • Downtrodden: The normal blue civil outfit.
  • Refugee: A somewhat torn civil outfit, either blue or white.
  • Rebel: The rebel outfit.
  • Unique: The normal blue civil outfit. This can be used if you edit a Citizen to look different, or to be an enemy of a sort.
Expression Type <choices>
Ambient facial animation.
  • Random
  • Scared
  • Normal
  • Angry
Model <choices>
Various model overrides. (Normally, one is randomly chosen.)
  • "Cheaple Male 1 is a low-detail model that only works if Type is Default or Downtrodden.
  • "Odessa. DO NOT USE." is Colonel Cubbage. Only works if Type is set to Unique.
This field accepts arbitrary paths (e.g. models\alyx.mdl). Disable random faces in flags if you want to make use of this.
Expression Override <string>
Facial expression override
Fire Output When Nav Is Blocked? <bool>
Fires an output when the Citizen's movement fails because he/she is blocked by a dynamic object.
Permanent Squad Member? <bool>
A permanent squad member cannot leave the player's squad unless killed or explicitly removed by entity I/O. Only use this if you're sure you want to override the default AI.
Deny Command Speech Concept <string>
If you want your citizens to squad with the player but not obey commands the player gives to move the squad, put a concept here and this citizen will speak the concept instead of obeying the order.

Parentname:

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

PlayerCompanion:

Always transition <bool>
This NPC will always teleport to a Player Squad Transition Point if they're not within the trigger_transition.
Prevent picking up weapons? <bool>
This NPC will NOT be allowed to pick up weapons they find on the ground.
Is this a vital ally? <bool>
This NPC will cause the game to end if killed.

TalkNPC:

Use Sentence <string>
Sentence spoken when the NPC gets used by a player
Un-Use Sentence <string>
Sentence spoken NPC gets used again
Don't Use Speech Semaphore <bool>
If set, friendly NPCs are not allowed to speak if another friendly NPC is speaking. In some cases we don't want speaking NPCs to prevent other NPCs from speaking (for instance, if there is a friendly NPC speaking for a long time on a monitor). To make this NPC not prevent other NPCs from talking, make it not grab the semaphore when it speaks.

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.

Flags

  • Follow player on spawn
  • Medic
  • Random Head
  • Ammo Resupplier
  • Not Commandable
  • Don't use speech semaphore (Obsolete: use the keyvalue)
  • Random male head
  • Random female head
  • Use RenderBox in ActBusies.
    Note:This makes the collision hull surround the model rather than using the human hull. It's more computationally expensive, but necessary when ActBusies involve close proximity to other props/geometry or animate the citizens in a more dynamic way.
  • 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

SetExpressionOverride <string>
Set facial expression override
StartPatrolling
Patrol whenever I'm idle or alert.
StopPatrolling
Stop patrolling when I'm idle or alert.
SetCommandable
Make a previously uncommandable citizen commandable
SetMedicOn
Set the medic flag on. Will not change the model or skin of the citizen.
SetMedicOff
Set the medic flag off. Will not change the model or skin of the citizen.
SetAmmoResupplierOn
Set the ammo-resupplier flag on. Will not change the model or skin of the citizen.
SetAmmoResupplierOff
Set the ammo-resupplier flag off. Will not change the model or skin of the citizen.
SetReadinessLow
Set readiness to calmest state (Bored)
SetReadinessMedium
Set readiness to moderate (Alert)
SetReadinessHigh
Set readiness to highest. (Combat imminent)
LockReadiness <float>
Lock readiness at current setting for x seconds -1 = forever, 0 = unlock now
GiveWeapon <classname>
Gives the NPC the specified weapon - excluded from FGD
SpeakIdleResponse
Forces the NPC to speak an idle response - excluded from FGD
RemoveFromPlayerSquad
Remove from player squad, instantly.
SetReadinessPanic
Set readiness to panic state (Special)

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.

PlayerCompanion:

OutsideTransition
Use this input to teleport the NPC to a hint node with the "Player Squad Transition Point" hint type
EnableAlwaysTransition
DisableAlwaysTransition
This NPC will (or will not) always teleport to a Player Squad Transition Point even if they're not within the trigger_transition
MakeGameEndAlly
MakeRegularAlly
Decide whether the game should end if this character dies
EnableWeaponPickup
DisableWeaponPickup
Enable/disable weapon pickup
GiveWeapon <classname>
Gives the NPC a weapon immediately

TalkNPC:

SpeakResponseConcept <string>
Speak the specified response concept immediately.

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 Orange Box)
RemoveHealth <int> (New with Orange Box)
Add to or 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, disappear.
BecomeRagdoll (New with Orange Box)
Become a ragdoll without removing yourself?
StartScripting
StopScripting
Enter/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
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
UnholsterWeapon
Force the NPC to holster or 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
DisableShadow
Control the entity's cheap render-to-texture shadow. Does not affect shadow mapping.

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.

Outputs

OnJoinedPlayerSquad
Fires when joins player squad
OnLeftPlayerSquad
Fires when leaves player squad (doesn't include death or deletion)
OnFollowOrder
Fires when ordered to follow player
OnStationOrder
Fires when ordered to a location by player
OnPlayerUse
Fires when a player +USEs the citizen. (activator is the player)
OnNavFailBlocked
Fires when this Citizen's movement fails because he/she is blocked by a dynamic object.

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
OnFoundPlayer <targetname>
Fired when this NPC establishes line of sight to its enemy, and that enemy is a player
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 (activator is the attacker or vehicle driver (if friendly fire))
OnDamagedByPlayerSquad
Fired when this NPC is hurt by a player OR by one of the player's squadmates (activator is the attacker or vehicle driver (if friendly fire))
OnDenyCommanderUse
Fired when this NPC has refused to join the player's squad
OnWake
Fired when this NPC comes out of a sleep state

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.
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