Npc fisherman: Difference between revisions

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{{wrongtitle|title=npc_fisherman}}
{{LanguageBar}}
{{CD|CNPC_Fisherman|base=CNPC_PlayerCompanion|file1=1}}
{{This is a|model entity|game=Half-Life 2 series|name=npc_fisherman}}
[[File:Fisherman.jpg|frame|right]]


==Entity Description==
==Entity Description==
[[Image:Fisherman.jpg|frame|right|Lost Coast Fisherman]]
The fisherman is the sole non-enemy [[NPC]] in {{hl2lc|4}}. He was coded into the game before {{hl2lc|1|nt=0}} was released, with the model {{path|models/ati_2004/fisherman|mdl|icon=file}}, in retail, it uses {{path|models/lostcoast/fisherman/fisherman|mdl|icon=file}}.


He's not used in Half-Life 2 but is set to be released with [[Half-Life 2: Lost Coast|The Lost Coast]] [[HDR]] update. So not much can be said until then.  He is coded into the game though, with the model "models/ati_2004/fisherman.mdl".  I think his code is a copy of [[npc_barney|Barney]]'s.
{{NPCNote}}
 
<div class="notice metadata" id="spoiler">'''[[Wikipedia:Spoiler warning|Possible Spoiler warning]]: ''Plot and/or ending details may follow.'''''</div>
 
Here's everything found in <code>closecaption_english.txt</code> that the Fisherman may say.
<br clear="right" />
We'd better be quick, lad, or there'll be nothing left to save.
Let's hurry on, then.  The gate's just beyond those rocks.
Hold up now...we've got to raise this hatch.  We used to trap bullsquid in here.
Can't prance over these rocks like I used to.
Can you hear me?
Watch your step up there, laddy!
Don't look down!
You're doin fine, lad!
Come on with me to St. Olga!
[Coughing, Throat clearing]
Nothing sadder than an empty crab pot.
Leeches ate most of the crabs.
Be sure to put that back where you found it.
Stop messing around.  We got bigger fish to fry.
Get along, now, laddy.  Destroy that gun, and no dawdling.
We'll celebrate this victory with a feast!
Wait a minute now...aren't you....?
You are!  You're that scientist chap-Friedman, Fishman-am I right?
Follow me, lad.
Get going!
You're getting fuzzy around the edges!
Let's get you to shelter!
Get up, lad, we've got to get out of here!
Hurry, lad!  Get up the path!
Go on through, lad.
Well, ain't that shame?
Guess I'd better be heading out.
Well, laddy...guess this just wasn't your day.
Come on, then.
Here we go.
This way now.
Watch your step.
Step lightly there, laddy.
Easy now.
There you go.
Everyone's heading out.
Did you hear that?
Hey!
Hold on!
Holy Mother of...St. Olga.
Good.
[Huffing and puffing sounds]
[Huffing and puffing sounds] I'm gettin' too old for this kinda nonsense...
That's it.  Keep pulling.
Keep up with me, laddy.
Go on, now, pick up the other hook.
Grab other hook.
Nice work!
Fine, laddy.  Now...pull.
[Sigh of relief as he slips off the strenuous weight]
Slip it over the big hook, laddy.
Here now, I'll grab this hook, you take hold of that other one there.
That's it!
There you go.
Hurry up, lad!
If you make it back safely, I'll be here waiting for you.
These infernal leeches'll clean your bones in a trice, and I don't care what kinda fancy swimsuit you're wearing!
Here, now, keep close to me.
Ah!  ...  No...
Got the key right here...somewhere...
That's not it.
No, that's not it neither.
Hm.  Not that one.
There we go.
I, eh, hope you like leeches.
Look out below!
[Various mumblings]
Oomph!  There goes my back.
Nice knowing ya!
This old leg's been giving me trouble.
That's her on the rock, up there.  Church of St. Olga.
Well...I guess you've got other places to be.
[Breathless panting sounds]
There's a path at the bottom of the cliff.  I'll let you through the gate, and then...well, the rest is up to you.
There's a path up the cliff.  Step lightly now.
Well, as I was saying...
What was I saying?  Oh yeah.
Now, where was I...
Hm.  Anyway...
Well, now, as I was saying...
Well, as I was saying before...
They'll be shelling this beach before long!
Hey, now!  We've lost enough species already!
What'd that gull ever do to you?
Don't shoot the gulls!  They keep down the leech population!
Well, suit yourself.  I can't stop you.
Slow down, wouldja?
Stay close to me now.
Whatever you do, stay out of the water.
Saw you lying on the strand over here, as I was heading into the bay.
You must be here to take on the Combine.  Not sure what one man can do, but...no other reason to visit St. Olga at a time like this.
You take out that gun, and the people of St. Olga will give you such a welcome as you've never known.
I'll take you where they made their base-or as far as I can, at any rate.
I'll take you there, lad.  Or as far as I can, at any rate.
Ah, here's the gate.
Little too close for comfort!
Here, now, let me just unlock this gate for ya.
What's keeping you?
Come along now.
Pick up the pace, lad!
This way, lad!
Wait for me!
Wait up, lad!
They're warming up the gun, lad.  I'm afraid this is it.
Watch it up there!
Watch your step there, lad.
Get out of the water!
Stay clear of the water!
Haven't you had enough of them leeches?
The leeches'll eat you soon as look at you!
That's where they are, up there.  Church of St. Olga.
Hey, where ya going?
[Whistling and humming]
Combine showed up yesterday.
By this morning they were firing off empty shells.
Looks like they're planning to wipe out the town so they can have the whole place for a base.
You're alive!
Are you all right?
You did it, lad!
You there!
You must be here to destroy the zombie gun.  No other reason to visit St. Olga at a time like this.
 
{{npcnote}}


==Keyvalues==
==Keyvalues==
*{{kv basenpc}}
{{KV Targetname}}
* '''ExpressionOverride'''
{{KV|ExpressionOverride|string|Facial expression overrride}}
: <string> Facial expression override
{{KV BaseNPC}}


==Flags==
==Flags==
*{{fl basenpc}}
{{Fl BaseNPC}}


==Inputs==
==Inputs==
*{{i basenpc}}
{{I|SetExpressionOverride|param=string|Set facial expression override}}
* '''SetExpressionOverride <string>'''
{{I BaseNPC}}
: Set facial expression override


==Outputs==
==Outputs==
*{{o basenpc}}
{{O BaseNPC}}
 
==See Also==
*{{ent|weapon_oldmanharpoon}} - the harpoon used by this character.


[[Category:Entities]][[Category:NPCs]]
[[Category:Half-Life 2 NPCs|F]]

Latest revision as of 04:02, 4 August 2025

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C++ Class hierarchy
CNPC_Fisherman
CNPC_PlayerCompanion
CAI_PlayerAlly
CAI_BaseActor
CAI_ExpresserHost
CAI_BaseHumanoid
CAI_BaseHumanoidBase
CAI_BaseNPC
CBaseCombatCharacter
CBaseFlex
CBaseAnimatingOverlay
CBaseAnimating
CBaseEntity
C++ npc_fisherman.cpp

npc_fisherman is a model entity available in Half-Life 2 series Half-Life 2 series.

Fisherman.jpg

Entity Description

The fisherman is the sole non-enemy NPC in Half-Life 2: Lost Coast Half-Life 2: Lost Coast. He was coded into the game before Lost Coast was released, with the model Filemodels/ati_2004/fisherman.mdl, in retail, it uses Filemodels/lostcoast/fisherman/fisherman.mdl.

Note.pngNote:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

ExpressionOverride ([todo internal name (i)]) <string>
Facial expression overrride
BaseNPC keyvalues

CBaseCombatCharacter:

Relationship (Relationship) <string> !FGD
<string|targetname or classname> <string|disposition> <int|rank>
Changes whether this entity likes or dislikes certain other things. Used like the ai_relationship entity, with this entity as the subject.
Values for disposition are:
  • D_HT: Hate
  • D_FR: Fear
  • D_LI: Like
  • D_NU: Neutral
Physics Impact Damage Scale (physdamagescale) <float>
Multiplier for damage amount when this entity is hit by a physics object. With a value of 0 the entity will take no damage from physics.

CAI_BaseNPC:

Target Path Corner (target) <targetname>
The path_corner that this NPC will move to after spawning.
Squad Name (squadname) <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 (hintgroup) <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 (hintlimiting) <boolean>
Limits NPC to using specified hint group for navigation requests. Does not limit local navigation.
Sleep State (sleepstate) <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 (wakeradius) <float>
Auto-wake if player comes within this distance.
Wake Squad (wakesquad) <boolean>
Wake all of the NPCs squadmates if the NPC is woken.
Enemy Filter (enemyfilter) <targetname>
Filter entity to test targets against.
Ignore unseen enemies (ignoreunseenenemies) <boolean>
Prefers visible enemies, regardless of distance or relationship priority.

DamageFilter:

Damage Filter (damagefilter) <targetname>
Name of the filter_damage_type entity that controls which entities can damage us.

Flags

BaseNPC flags 
Wait Till Seen : [1]
Prevents this NPC from seeing (or being seen) until it enters a player's viewcone.
Gag : [2]
Won't make IDLE sounds until it's angry.
Fall to ground (unchecked means teleport to ground) : [4]
Drop Healthkit : [8]
Causes this NPC to drop an item_healthvial upon dying.
Efficient : [16]
Don't acquire enemies or avoid obstacles
Wait For Script : [128]
Forces this NPC to "wait" in an idle state until it finishes playing a scripted_sequence.
Long Visibility/Shoot : [256]
By default, increases a NPC's sight range to 6,000 units and allows it to attack from anywhere within that distance.
Fade Corpse : [512]
Think outside PVS : [1024]
Allows this NPC to run its regular AI outside of any player's PVS.
Template NPC : [2048]
Marks this NPC as a template for entities like npc_template_maker. The NPC will not spawn on its own. This is not needed for point_template.
Do Alternate collision for this NPC (player avoidance) : [4096]
Note.pngNote:This flag is disabled in Half-Life 2: Episode One Half-Life 2: Episode Two episodic for player companions, because the StartScripting input does this.
Don't drop weapons : [8192]
Ignore player push : [16384] (in all games since Source 2006)
Entity won't give way to player.

Inputs

SetExpressionOverride <stringRedirectInput/string>
Set facial expression override
BaseNPC inputs 

CAI_BaseNPC:

ActivateSpeedModifier  !FGD
DisableSpeedModifier  !FGD
Break
Smash into pieces. If this is not possible, disappear.
BecomeRagdoll  (in all games since Half-Life 2: Episode Two)
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 Half-Life 2: Episode One)
Force the NPC to use a dynamic interaction with another NPC. Syntax is <targetname> <dynamic interaction>.
ForgetEntity <targetnameRedirectInput/string>
Clears out the NPC's knowledge of a named entity.
UpdateEnemyMemory  (in all games since Half-Life 2: Episode One)
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 Half-Life 2: Episode One)
UnholsterWeapon  (in all games since Half-Life 2: Episode One)
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 Half-Life 2: Episode One)
Same as HolsterWeapon, except the weapon is destroyed once it has been concealed.
IgnoreDangerSounds <floatRedirectInput/float>
Ignore danger sounds for the specified number of seconds.
InsideTransition  !FGD
OutsideTransition  !FGD
SetBodyGroup <integerRedirectInput/integer>
HACK: Sets this NPC's body group (from 0–n).
SetEnemyFilter <stringRedirectInput/string>
SetHealth <integerRedirectInput/integer>
Set the NPC's health.
SetMaxLookDistance <floatRedirectInput/float> (only in Garry's Mod)
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 disposition are:
  • D_HT: Hate
  • D_FR: Fear
  • D_LI: Like
  • D_NU: Neutral
SetSquad <stringRedirectInput/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 <floatRedirectInput/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:

SetDamageFilter <stringRedirectInput/string>
Sets the entity to use as damage filter. Pass in an empty string (no parameter) to clear the damage filter.

Outputs

BaseNPC Outputs
OnDamaged
Fired when this NPC takes damage (!activator is the damage inflictor).
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]).
OnDeath
Fired when this NPC is killed (!activator is the killer).
OnDenyCommanderUse
Fired when this NPC has refused to join the player's squad.
OnForcedInteractionAborted
Fired when the NPC aborts a forced interaction for some reason (target NPC died, couldn't be pathed to, etc.).
OnForcedInteractionStarted
Fired when the NPC starts a forced interaction.
OnForcedInteractionFinished
"NPCs in actbusies can no longer perform dynamic interactions."
Todo: What does this mean?
OnHalfHealth
Fired when this NPC reaches half of its maximum health.
OnHearCombat
Fired when this NPC hears combat sounds.
OnHearPlayer
Fired when this NPC hears the player.
OnHearWorld
Fired when this NPC hears a sound (other than combat or the player).
OnFoundEnemy <targetname*RedirectOutput/ehandle>
Fired when this NPC establishes 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.
OnLostEnemyLOS
Fired when this NPC loses line of sight to its enemy.
OnFoundPlayer <targetname*RedirectOutput/ehandle>
Fired when this NPC establishes 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.
OnLostPlayerLOS
Fired when this NPC loses line of sight to its enemy, and that enemy is a player.
OnSleep
Fired when this NPC enters a sleep state.
OnWake
Fired when this NPC comes out of a sleep state.

See Also