Npc spotlight: Difference between revisions
		
		
		
		
		
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 Note:This entity is NOT used for the turrets before Nova Prospect, it is a normal point_spotlight parented to the gun!
Note:This entity is NOT used for the turrets before Nova Prospect, it is a normal point_spotlight parented to the gun!
		
	
| m (Robot: fixing template case.) | m (Classifying as model entity) | ||
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| {{this is a|model entity|game=Half-Life 2|before=Source 2006|cut=1|name=npc_spotlight}} | |||
| == Entity description == | == Entity description == | ||
| A spotlight that  | A spotlight that, if the target is in range, constantly aims at the target. | ||
| {{note|This entity is '''NOT''' used for the turrets before Nova Prospect, it is a normal [[point_spotlight]] parented to the gun!}} | |||
| == Keyvalues == | == Keyvalues == | ||
| {{KV BaseNPC}} | |||
| {{KV|Health|int|Amount of health the spotlight has.}} | |||
| {{KV|YawRange|int|How far the spotlight can turn horizontally.}} | |||
| {{KV|PitchMin|int|}} | |||
| {{KV|PitchMax|int|}} | |||
| {{KV|IdleSpeed|int|How fast the spotlight moves when idle.}} | |||
| {{KV|AlertSpeed|int|How fast the spotlight moves when alert.}} | |||
| {{KV|Spotlight Length|integer|Length of the spotlight beam.}} | |||
| {{KV|Spotlight Width|integer|Width of the spotlight beam.}} | |||
| == Flags == | == Flags == | ||
| *  | * 1 : Start On | ||
| * 2 : No Dynamic Light | |||
| * 4 : Start rotation on | |||
| * 8 : Reverse Direction | |||
| * 16 : X Axis | |||
| * 32 : Y Axis | |||
| * 65536 : Start Track On | * 65536 : Start Track On | ||
| * 131072 : Start Light On | * 131072 : Start Light On | ||
| * 262144 : No Dynamic Light | * 262144 : No Dynamic Light | ||
| * 524288 : Never Move | * 524288 : Never Move | ||
| == Inputs == | == Inputs == | ||
| {{I BaseNPC}} | |||
| {{I|LightOn|Turn the spotlight on.}} | |||
| {{I|LightOff|Turn the spotlight off.}} | |||
| {{I|TrackOn|Makes the spotlight follow the target(s).}} | |||
| {{I|TrackOff|Stops the spotlight from following the target(s).}} | |||
| == Outputs == | == Outputs == | ||
| {{O BaseNPC}} | |||
| {{O|OnAlert|Fires when the spotlight alerted by sound.}} | |||
| {{O|DetectedEnemy|Outputs enemy entity when spotlight finds and starts tracking enemy.|param=string}} | |||
| {{O|LostEnemy|Outputs enemy entity when spotlight loses enemy that it's tracking, if enemy still exists.|param=string}} | |||
| {{O|SquadDetectedEnemy|Outputs enemy entity when squad finds and starts tracking enemy.|param=string}} | |||
| {{O|SquadLostEnemy|Outputs enemy entity when squad loses enemy that it's tracking, if entity still exists.|param=string}} | |||
| {{O|LightPosition|Position of the end of the spotlight beam.|param=string}}   | |||
| [[Category: | [[Category:Lighting]] | ||
Latest revision as of 06:15, 19 May 2025

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npc_spotlight  is a cut  model entity  available in  Half-Life 2 before
 Half-Life 2 before  Source 2006.
 Source 2006.
Entity description
A spotlight that, if the target is in range, constantly aims at the target.
 Note:This entity is NOT used for the turrets before Nova Prospect, it is a normal point_spotlight parented to the gun!
Note:This entity is NOT used for the turrets before Nova Prospect, it is a normal point_spotlight parented to the gun!Keyvalues
| CBaseCombatCharacter: 
 
 CAI_BaseNPC: 
 
 
 
 
 
 
 
 
 DamageFilter: 
 | 
Flags
- 1 : Start On
- 2 : No Dynamic Light
- 4 : Start rotation on
- 8 : Reverse Direction
- 16 : X Axis
- 32 : Y Axis
- 65536 : Start Track On
- 131072 : Start Light On
- 262144 : No Dynamic Light
- 524288 : Never Move
Inputs
BaseNPC inputs 
CAI_BaseNPC:
- ActivateSpeedModifier !FGD
- DisableSpeedModifier !FGD
- Break
- Smash into pieces. If this is not possible, disappear.
- BecomeRagdoll   (in all games since  ) )
- Remove itself and instantly become a ragdoll with zero force (just go limp). OnDeath, etc. outputs will NOT be fired.
- ForceInteractionWithNPC  <string> <string>   (in all games since  ) )
- Force the NPC to use a dynamic interaction with another NPC. Syntax is <targetname> <dynamic interaction>.
- ForgetEntity <targetname>
- Clears out the NPC's knowledge of a named entity.
- UpdateEnemyMemory   (in all games since  ) )
- Update (or create) this NPC's memory of of the given entity.
- GagEnable
- GagDisable
- Gagged NPCs won't speak (or moan, caw, etc.) unless made to be a choreographed scene.
- HolsterWeapon   (in all games since  ) )
- UnholsterWeapon   (in all games since  ) )
- Force the NPC to holster or unholster their weapon. Ignored if the NPC is scripting or if the NPC doesn't use weapons.
- HolsterAndDestroyWeapon   (in all games since  ) )
- Same as HolsterWeapon, except the weapon is destroyed once it has been concealed.
- IgnoreDangerSounds <float>
- Ignore danger sounds for the specified number of seconds.
- InsideTransition !FGD
- OutsideTransition !FGD
- SetBodyGroup <integer>
- HACK: Sets this NPC's body group (from 0–n).
- SetEnemyFilter <string>
- SetHealth <integer>
- Set the NPC's health.
- SetMaxLookDistance  <float> (only in  ) )
- Sets the maximum look distance for the NPC. Defaults are 2048 and 6000 for long range NPCs.
- 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
 
- SetSquad <string>
- Change the name of this NPC's squad. Leaving the parameter blank will remove the NPC from any existing squad.
- 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 NPCs' idle speech, and so on.
- Wake
- Wakes up the NPC if it is sleeping.
CBaseCombatCharacter:
- KilledNPC !FGD
- Tells the entity it killed something. Despite the name, this can include a player. This input will be automatically sent by the victim when they die.
- 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.
DamageFilter:
- LightOn
- Turn the spotlight on.
- LightOff
- Turn the spotlight off.
- TrackOn
- Makes the spotlight follow the target(s).
- TrackOff
- Stops the spotlight from following the target(s).
Outputs
| 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 | 
- OnAlert
- Fires when the spotlight alerted by sound.
- DetectedEnemy <string>
- Outputs enemy entity when spotlight finds and starts tracking enemy.
- LostEnemy <string>
- Outputs enemy entity when spotlight loses enemy that it's tracking, if enemy still exists.
- SquadDetectedEnemy <string>
- Outputs enemy entity when squad finds and starts tracking enemy.
- SquadLostEnemy <string>
- Outputs enemy entity when squad loses enemy that it's tracking, if entity still exists.
- LightPosition <string>
- Position of the end of the spotlight beam.