Template:KV BaseNPC
From Valve Developer Community
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.
