npc_combinegunship
From Valve Developer Community
Note: The gunship does not use info_node_air for navigation. It follows path_tracks exclusively! It does so quite intelligently though, so the result looks rather dynamic.
Contents |
Dedicated Console Variables
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sk_gunship_burst_size <int> - Fire off this many bullets in a burst
-
sk_gunship_burst_min <float> - ?
-
sk_gunship_burst_dist <float> - ?
-
sk_gunship_health_increments <int> - Number of times the gunship must be struck by explosive damage (multiplied for skill settings)
-
g_debug_gunship <choices> - Debug type:
- 0: Disabled
- 1: Leading
- 2: Path
- 3: Stitching
-
sk_npc_dmg_gunship <float> - Used by ammotype "CombineCannon"
-
sk_npc_dmg_gunship_to_plr <float> - Used by ammotype "CombineCannon"
Keyvalues
BaseHelicopter:
- Initial Speed
<string> - The speed that the entity should try to reach as soon as it spawns.
- Target path_track
<targetname> - The name of a path_track that this NPC will fly to after spawning.
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
- 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
- 32 : No Rotorwash
- 64 : Await Input
- 128 : Wait For Script
- 256 : Long Visibility/Shoot
- 512 : Fade Corpse
- 1024 : Think outside PVS
- 2048 : Template NPC (used by npc_maker, will not spawn)
- 4096 : No ground attack
- 8192 : Don't drop weapons
Inputs
-
OmniscientOn - Gunship knows target's location even when target is out of sight or behind cover
-
OmniscientOff - Gunship relies on normal sight functions to locate target
-
BlindfireOn - Gunship will fire at an unseen target, attempting to punch through to them
-
BlindfireOff - Gunship only fires at visible target
-
SetPenetrationDepth <float> - Set penetration depth of bullets
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SetDockingBBox - Shrink Bounding Box
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SetNormalBBox - Set Bounding Box to normal size
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EnableGroundAttack - Allow the gunship to use its ground attack
-
DisableGroundAttack - Don't allow the gunship to use its ground attack
-
DoGroundAttack <string> - Causes the gunship to execute its ground attack
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BecomeInvulnerable - Stops the gunship from taking damage, but still makes sounds effects
-
BecomeVulnerable - Makes the gunship act normally to damage
-
EnableRotorSound -
DisableRotorSound
BaseHelicopter:
-
MoveTopSpeed - The helicopter will immediately move at top speed toward its current goal, or in its current orientation if it's on top of its goal.
-
ChangePathCorner <targetname> - Tell the helicopter to move to a path corner on a new path.
-
SelfDestruct - Self Destruct.
-
Activate - Activate. Use to wake up a helicopter that spawned with the 'Await Input' spawnflag on.
-
SetTrack <targetname> - Set a track for the helicopter to adhere to. The helicopter will do nothing if he's on the same path, and will move to the closest point on the specified track if he's on a different path.
-
FlyToSpecificTrackViaPath <targetname> - The helicopter will first fly to the closest point on the path if he's on a different path. Then he'll fly along the path to the specified track point.
-
StartPatrol - Start patrolling back and forth along the current track.
-
StopPatrol - Stop patrolling back and forth along the track. This will cause the helicopter to come to rest at the track which he's currently flying toward.
-
ChooseFarthestPathPoint - When tracking an enemy, choose the point on the path furthest from the enemy, but still in firing range.
-
ChooseNearestPathPoint - When tracking an enemy, choose the point on the path nearest from the enemy.
-
StartBreakableMovement - The helicopter is now allowed to disobey direct commands to go to particular points if he senses an enemy. He will move to the closest point (or farthest point, if ChooseFarthestPathPoint is used), on the path if he senses an enemy.
-
StopBreakableMovement - The helicopter can not disobey direct commands. He will continue to fly along his patrol path or to his specified target even if he senses an enemy.
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
dispositionare:-
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:
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> -
FireUser1toFireUser4 - Fire the
OnUseroutputs; see User Inputs and Outputs.
Outputs
-
OnFireCannon - Fires when the gunship fires a cannon round
-
OnFirstDamage - Fired when the first damage is done to the gunship.
-
OnSecondDamage - Fired when the second damage is done to the gunship.
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OnThirdDamage - Fired when the third damage is done to the gunship.
-
OnFourthDamage - Fired when the fourth damage is done to the gunship.
BaseNPC:
-
OnDamaged - Fired when this NPC takes damage (activator is the damage inflictor)
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OnDeath - Fired when this NPC is killed (activator is the killer)
-
OnHalfHealth - Fired when this NPC reaches half of its maximum health
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OnHearWorld - Fired when this NPC hears a sound (other than combat or the player)
-
OnHearPlayer - Fired when this NPC hears the player
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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:
-
OnUser1toOnUser4 - Fired in response to the
FireUserinputs; see User Inputs and Outputs. -
OnKilled(New with Left 4 Dead) - Fired when the entity is killed and removed from the game.
