npc_combinegunship
From Valve Developer Community
Contents |
Entity Description
Note: The gunship does not seem to use info_node_airs for navigation and seems to follow path_tracks exclusively! It does so quite intelligently, though, so the result looks rather dynamic.
Use info_target_gunshipcrash entities to suggest spectacular crashing points for defeated gunships.
- This is a Flying NPC, that uses info_node_air and info_node_air_hint for AI navigation.
Note: Some keyvalues, flags, inputs, or outputs might not affect an NPC based on the functionality and coding of the NPC.Dedicated Console Variables
- sk_gunship_burst_size
- <integer> Fire off this many bullets in a burst
- sk_gunship_burst_min
- <float>
- sk_gunship_burst_dist
- <float>
- sk_gunship_health_increments
- <integer> Number of times the gunship must be struck by explosive damage
- Multiplied for skill settings
- g_debug_gunship
- <choices> Debug type
Literal Value Description 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
- The name that other entities refer to this entity by.
- hammerid <integer> (New with Orange Box)
- Read-only ID used for debugging purposes in Hammer.
- Pitch Yaw Roll (Y Z X)
- This entity's angular orientation in the world (also used for angular effect entities).
- renderfx
- <choices>
Literal Value Description 0 Normal 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 + fade) 17 Scale up 22 Spotlight FX 23 Cull By Distance (TEST) 24 Fade Wider Pulse
- rendermode
- <choices> Used to set a non-standard rendering mode on this entity. See also 'FX Amount' and 'FX Color'.
Literal Value Render Mode Description (Click for more info.) 0 Normal Default rendering. 1 Color Obsolete. 2 Texture Plain opacity. 3 Glow No Z buffer checks. Fixed size on screen. 4 Solid / Alphatest Obsolete. (Use alphatest capabilities in materials instead.) 5 Additive Obsolete. Add this entity's color to what's behind it. 7 Additive Fractional Frame Obsolete? Blend between animation frames. 8 Alpha Add (Not in FGD.) Add alpha. 9 World Space Glow No Z buffer checks. Fixed size in world (as opposed to on screen). 10 Dont Render / None Don't render.
- renderamt
- <integer> FX Amount (0 - 255) - How opaque the entity will be rendered. (
0is fully transparent, while255is fully opaque). Will not work if the rendermode keyvalue is set to Normal or Dont Render.
- rendercolor
- <color255> FX Color - What color the entity will be rendered in (to the degree of the opacity set with renderamt).
- disablereceiveshadows
- <boolean> Disable Recieving Shadows
- damagefilter <target_destination>
- Name of the filter_damage_type entity that controls which entities can damage us.
- <string> Response system context(s) for this entity. Format should be: 'key:value,key2:value2,etc'. When this entity speaks, the list of keys and values will be passed to the response rules system.
- disableshadows
- <boolean> Used to disable dynamic shadow casting from this entity.
- target
- <target_destination> If set, the name of a path corner entity that this NPC will walk to, after spawning.
- <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.
- <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.
- <boolean> Limits NPC to using specified hint group for navigation requests, but does not limit local navigation.
- sleepstate
- <choices> Holds the NPC in stasis until specified condition. See also 'Wake Radius' and 'Wake Squad'.
Literal value Description 0 None 1 Waiting for threat 2 Waiting for PVS 3 Waiting for input, ignore PVS 4 (New with Episode One) Auto PVS 5 (New with Episode One) Auto PVS after PVS
- wakeradius
- <float> Auto-wake if player within this distance
- <boolean> Wake all of the NPCs squadmates if the NPC is woken
- 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.
- InitialSpeed
- <string> Sets the helicopter's desired speed that it should try to reach as soon as it's spawned.
- target
- <target_destination> If set, the name of a path_track entity that this NPC will fly to after spawning.
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
- Kill
- Removes this entity from the world.
- 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 == infinite)>
- Causes this entity's OnUser1-4 outputs to be fired. See User Inputs and Outputs.
- Color <color255>
- Set the rendercolor.
- Alpha <byte>
- Set the renderamt.
- SetDamageFilter <target_destination>
- 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.
- 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 toward another entity or class. (Used like the ai_relationship entity, with this NPC as the subject.)
- Format:
<target> <disposition> <rank> - <disposition> values:
Literal Value Description D_HT Hate D_FR Fear D_LI Like D_NU Neutral
- SetHealth <integer>
- Set this NPC's health.
- AddHealth <integer> (New with Orange Box)
- Add to NPC's health.
- RemoveHealth <integer> (New with Orange Box)
- Remove fromNPC'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 (New with Orange Box)
- IgniteNumHitboxFires (New with Orange Box)
- IgniteHitboxFireScale (New with Orange Box)
- 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.
- Assault <target_destination>
- Start an assault. Parameter passed in should be the name of the rally point.
- 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 <target_destination>
- 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 (New with Episode One)
- 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 (New with Episode One)
- Identical to HolsterWeapon, except the weapon is destroyed once it has been holstered and concealed.
- UnholsterWeapon (New with Episode One)
- 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> (New with Episode One)
- Force the NPC to use a dynamic interaction with another NPC.
- Parameter format:
<target NPC name> <dynamic interaction name>
- UpdateEnemyMemory <target_destination> (New with Episode One)
- Update (or Create) this NPC's memory of an enemy and its location
- BecomeRagdoll (New with Orange Box)
- 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
- SetDockingBBox
- Shrink Bounding Box
- SetNormalBBox
- Set Bounding Box to normal size
- 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
- BecomeInvulnerable
- Stops the gunship from taking damage, but still makes sounds effects
- BecomeVulnerable
- Makes the gunship act normally to damage
- EnableRotorSound
- DisableRotorSound
Outputs
- Fired in response to FireUser1-4 inputs. See User Inputs and Outputs.
- !activator = activator
- OnKilled (New with Left 4 Dead)
- Fired when the entity is killed and removed from the game.
- OnDamaged
- Fired when this NPC takes damage.
- !activator = damage inflictor
- OnDeath
- Fired when this NPC is killed.
- !activator = 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 (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 <targetname>
- 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.
- !activator = 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 = 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.
- 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.
- OnThirdDamage
- Fired when the third damage is done to the gunship.
- OnFourthDamage
- Fired when the fourth damage is done to the gunship.
Notes
A gunship can be directed to crash at a certain spot when destroyed, by use of an info_target_gunshipcrash entity.
This page is also available in: Russian (Русский)
