npc_helicopter

From Valve Developer Community

Jump to: navigation, search


Contents

Entity Description

Helicopter - click to enlarge.

A Combine helicopter, (also called a "Hunter-Chopper") armed with a machine gun and floating mines.

Related Entities:


Image:Placementtip.gif Placement Tip: Hunter-Choppers are used mainly in the Half-Life 2 series as chase vehicles, hence the name.
Note.png 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_helicopter_health
<integer> Helicopter Spawn Health
  • sk_helicopter_firingcone
<float> The angle in degrees of the cone in which the shots will be fired
  • sk_helicopter_burstcount
<integer> How many shot bursts to fire after charging up. The bigger the number, the longer the firing is
  • sk_helicopter_roundsperburst
<integer> How many shots to fire in a single burst
  • sk_helicopter_grenadedamage
<float> The amount of damage the helicopter grenade deals.
  • sk_helicopter_grenaderadius
<float> The damage radius of the helicopter grenade.
  • sk_helicopter_grenadeforce
<float> The physics force that the helicopter grenade exerts.
  • sk_npc_dmg_helicopter_to_plr
<float> Damage helicopter shots deal to the player
Used in ammotype "HelicopterGun"
  • sk_npc_dmg_helicopter
<float> Damage helicopter shots deal to everything but the player
Used in ammotype "HelicopterGun"
  • sk_helicopter_drone_speed
<float> How fast does the zapper drone move?
  • g_helicopter_chargetime
<float> How much time we have to wait (on average) between the time we start hearing the charging sound + the chopper fires
  • g_helicopter_bullrush_distance
<float>
  • g_helicopter_bullrush_bomb_enemy_distance
<float>
  • g_helicopter_bullrush_bomb_time
<float>
  • g_helicopter_idletime
<float>
  • g_helicopter_maxfiringdist
<float>
  • g_helicopter_bullrush_bomb_speed
<float>
  • g_helicopter_bullrush_shoot_height
<float>
  • g_helicopter_bullrush_mega_bomb_health
<float>

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. (0 is fully transparent, while 255 is 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
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 valueDescription
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.
  • InitialSpeed
<float>
  • GracePeriod
<float> Time in seconds the helicopter has to see the player before he starts shooting
  • PatrolSpeed
<float> Speed at which the helicopter moves if he has no enemy.

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 : Do Alternate collision for this NPC (player avoidance)
  • 8192 : Don't drop weapons
  • 65536 : Loud rotor wash sound
  • 131072 : Electrical drone
  • 262144 : Helicopter lights
  • 524288 : Ignore avoid spheres+boxes
  • 1048576 : More aggressive attacks

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.
Set the rendercolor.
Set the renderamt.
  • SetDamageFilter <target_destination>
Sets the entity to use as damage filter. Pass in an empty string to clear the damage filter.
Adds a context to this entity's list of response contexts. The format should be 'key:value'.
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.png 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.
Start an assault. Parameter passed in should be the name of the rally point.
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)
  • 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 <target_destination>
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 <target_destination>
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 <target_destination>
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.
  • InputStartLeading <integer>
To do
  • InputStopLeading
To do
  • GunOn
  • GunOff
  • MissileOn
  • MissileOff
  • EnableRotorWash
  • DisableRotorWash
  • EnableRotorSound
  • DisableRotorSound
  • StartBombingVehicle
Starts the chopper leading enemy vehicles and dropping bombs on them.
  • StartTrailingVehicle
Starts the chopper trailing enemy vehicles and shooting at them.
  • StartDefaultBehavior
Starts the chopper in the mode where he always stops at nav points instead of stopping anywhere in between nav points.
  • StartAlwaysLeadingVehicle
Starts the chopper *always* leading enemy vehicles (regardless of how they are moving w/respect to the path) and dropping bombs on them. This mode is different from StartBombingVehicle in that it never uses the machine gun.
  • StartSprinkleBehavior
Starts the chopper dropping bombs randomly + shooting at the player.
  • StartBullrushBehavior
Starts the chopper bullrushing the player.
  • SetHealthFraction <float>
Sets the chopper health as a percentage of max health
  • EnableDeadlyShooting
Starts the chopper being deadly to on-foot players
  • DisableDeadlyShooting
Stops the chopper being deadly to on-foot players
  • StartNormalShooting
The chopper will fire in short bursts. Good for on-foot experiences
  • StartLongCycleShooting
The chopper fires in long bursts
  • StartContinuousShooting
The chopper fires continuously.
  • ResetIdleTime
Allows the helicopter to fire immediately if he's not in the middle of charging or firing
Instantly snaps the orientation of the helicopter
  • DropBomb
Immediately drops a bomb based on normal bomb dropping rules
  • DropBombStraightDown
Immediately drops a bomb directly downwards
  • DropBombAtTarget <target_destination>
Immediately drops a bomb directly at the target destination, but only if the player isn't right there
  • DropBombAtTargetAlways <target_destination>
Immediately drops a bomb directly at the target destination, no matter whether it's fair or not.
  • DropBombDelay <float>
Add a delay before the next bomb is dropped
  • BecomeIndestructible
Makes the helicopter take no more damage
  • DisablePathVisibilityTests
When the helicopter moves, he will not check for visibility from the path_track to the enemy to cull out path_tracks
  • EnablePathVisibilityTests
When the helicopter moves, he will only move to path_tracks that have line-of-sight to the enemy

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.
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.
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.
  • OnHealthChanged <integer>
Fires when the helicopter health changes. The integer is the percentage of health the chopper has from 0-100.



This page is also available in: Russian (Русский)

Personal tools