Template:I BaseCombine: Difference between revisions

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(Added input from ASW code)
m (→‎top: Substituted IO templates)
 
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{{ScrollBox|title=BaseCombine|noscroll=true|
{{ScrollBox|title=BaseCombine|noscroll=true|
{{IO|LookOn|See normally.}}
{{I|LookOn|See normally.}}
{{IO|LookOff|Don't see for myself, use other squad member's eyes.}}
{{I|LookOff|Don't see for myself, use other squad member's eyes.}}
{{IO|StartPatrolling|Patrol whenever I'm idle or alert.}}
{{I|StartPatrolling|Patrol whenever I'm idle or alert.}}
{{IO|StopPatrolling|Stop patrolling when I'm idle or alert.}}
{{I|StopPatrolling|Stop patrolling when I'm idle or alert.}}
{{IO|ThrowGrenadeAtTarget|param=targetname|Throw a grenade at the specified target.}}
{{I|ThrowGrenadeAtTarget|param=targetname|Throw a grenade at the specified target.}}
{{IO|ThrowTeleportGrenadeAtTarget|param=targetname|since=AS|{{bug|Not implemented - attempting to compile will result in an unresolved external error. Most likely something from [[Half-Life 2: Episode Three|Episode Three]].}}}}
{{I|ThrowTeleportGrenadeAtTarget|param=targetname|since=AS|{{bug|Not implemented - attempting to compile will result in an unresolved external error. Most likely something from [[Half-Life 2: Episode Three|Episode Three]].}}}}
{{I RappelNPC}}
{{I RappelNPC}}
{{I BaseNPC}}
{{I BaseNPC}}
}}
}}<noinclude>
[[Category:Input Templates|BaseCombine]]
</noinclude>

Latest revision as of 12:52, 21 April 2025

BaseCombine:
LookOn
See normally.
LookOff
Don't see for myself, use other squad member's eyes.
StartPatrolling
Patrol whenever I'm idle or alert.
StopPatrolling
Stop patrolling when I'm idle or alert.
ThrowGrenadeAtTarget <targetname>
Throw a grenade at the specified target.
ThrowTeleportGrenadeAtTarget <targetname> (in all games since Alien Swarm)
Icon-Bug.pngBug:Not implemented - attempting to compile will result in an unresolved external error. Most likely something from Episode Three.  [todo tested in ?]
RappelNPC:
BeginRappel
Start rappelling now.
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 <targetname>
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 <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 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 <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:

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