Npc mossman: Difference between revisions
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Note:Code comment: Dr. Judith Mossman, stalwart heroine, doing what is right in the face of near certain doom, all while fighting off the clumsy advances of her misogynistic colleagues[1].
Code:NPC capabilities
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{{ | {{LanguageBar}}{{hl2 topicon}} | ||
{{ | {{CD|CNPC_Mossman|base=CAI_PlayerAlly|file1=npc_mossman.cpp}} | ||
| | [[File:Mossman.jpg|250px|right|link=|thumb|The model used in '''[[Half-Life 2]]'''.]] | ||
}} | [[File:Mossman_ep1.png|250px|right|link=|thumb|The model used since '''[[Episode One]]''', including in '''[[Source 2013]]'''.]] | ||
{{this is a|model entity|name=npc_mossman|game=Half-Life 2 series}} | |||
{{note|Code comment: Dr. Judith Mossman, stalwart heroine, doing what is right in the face of near certain doom, all while fighting off the clumsy advances of her misogynistic colleagues{{cite|1}}.}} | |||
{{codenote|[[CapabilitiesAdd|NPC capabilities]] <code>bits_CAP_MOVE_GROUND {{!}} bits_CAP_OPEN_DOORS {{!}} bits_CAP_ANIMATEDFACE {{!}} bits_CAP_TURN_HEAD {{!}} bits_CAP_FRIENDLY_DMG_IMMUNE</code> }} | |||
== Keyvalues == | |||
{{KV Targetname}} | |||
{{KV Model|spawn model=models/mossman.mdl}} | |||
{{KV BaseNPC}} | |||
==Flags== | |||
{{Fl BaseNPC}} | |||
==Inputs== | |||
{{I BaseNPC}} | |||
==Outputs== | |||
{{O BaseNPC}} | |||
{{clr}} | |||
{{References|1= | |||
{{citation | |||
| cite id = 1 | |||
| title = npc_mossman.cpp, "Purpose" block description | |||
| access-date = 31 July, 2025 | |||
}} | |||
}} | |||
[[Category:Half-Life 2 NPCs]] | [[Category:Half-Life 2 NPCs|M]] |
Latest revision as of 16:23, 31 July 2025
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CNPC_Mossman |
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The model used in Half-Life 2.

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


bits_CAP_MOVE_GROUND | bits_CAP_OPEN_DOORS | bits_CAP_ANIMATEDFACE | bits_CAP_TURN_HEAD | bits_CAP_FRIENDLY_DMG_IMMUNE
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- World Model (model) <model path> !FGD[ Edit ]
- This entity's model is set to:
models/mossman.mdl
on spawn so specifying this keyvalue will have no effect.
CBaseCombatCharacter:
CAI_BaseNPC:
DamageFilter:
|
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]
- Don't drop weapons : [8192]
- Ignore player push : [16384] (in all games since
)
- Entity won't give way to player.
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
disposition
are:D_HT
: HateD_FR
: FearD_LI
: LikeD_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:
Outputs
|
References
References | ||
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