Npc enemyfinder combinecannon: Difference between revisions
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Note:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.
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{{ | {{this is a|model entity|name=npc_enemyfinder_combinecannon|game=Half-Life 2 series|game1=Portal series|game2=Alien Swarm}} | ||
{{ | {{CD|CNPC_EnemyFinderCombineCannon|base=CNPC_EnemyFinder|file1=1}} | ||
This entity is a special version of {{ent|npc_enemyfinder}} designed to operate the {{ent|func_tank_combine_cannon}} as part of the three-way [http://combineoverwiki.net/wiki/Autogun Combine Autogun] seen in Episode Two. Essentially an invisible entity manning a mounted gun, it sees the enemy and aims the tank brush at them. An example can be found in the map '''ep2_outland_09'''. | |||
This entity is a special version of | |||
Compared to the standard npc_enemyfinder, this version includes a few additional FOV and timeout options. | Compared to the standard npc_enemyfinder, this version includes a few additional FOV and timeout options. | ||
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== Keyvalues == | == Keyvalues == | ||
{{KV Targetname}} | |||
{{KV|FieldOfView|intn=FieldOfView|string|How far to look (1.0 = straight ahead, 0.0 = +/- 90 degrees, -1.0 = all directions)}} | |||
{{KV|Min Search Dist|intn=MinSearchDist|int|}} | |||
{{KV|Max Search Dist|intn=MaxSearchDist|int|}} | |||
{{KV|Player pass issue time|intn=freepass_timetotrigger|float|Amount of time an enemy is hidden after which a 'free pass' on reaquire is granted.}} | |||
{{KV|Player pass duration|intn=freepass_duration|float|After granted 'free pass', the amount of time a target is allowed before reaquire.}} | |||
{{KV|Player pass move tolerance|intn=freepass_movetolerance|float| After granted 'free pass', the distance the target is allowed to move before reaquire.}} | |||
{{KV|Player pass refill rate|intn=freepass_refillrate|float|After free pass begins expiring, how much the time the target gets back for every second they hide again.}} | |||
{{KV|Player pass peek time|intn=freepass_peektime|float| How long targets in cover are allowed to peek without penalty.}} | |||
{{KV|Start On|intn=StartOn|bool|}} | |||
{{KV BaseNPC}} | {{KV BaseNPC}} | ||
== Flags == | == Flags == | ||
{{fl|65536|Check Visibility}} | |||
{{fl|131072|APC Visibility checks}} | |||
{{fl|262144|Short memory}} | |||
{{fl|524288|Can be an enemy}} | |||
{{Fl BaseNPC}} | {{Fl BaseNPC}} | ||
== Inputs == | == Inputs == | ||
{{I|TurnOn|Turn on: Look for enemies.|}} | |||
{{I|TurnOff|Turn off: Stop looking for enemies.|}} | |||
{{I BaseNPC}} | {{I BaseNPC}} | ||
== Outputs == | == Outputs == | ||
{{O|OnLostEnemies|Fires when the enemy finder has no enemies. | |||
|}} | |||
{{O|OnAcquireEnemies|Fires when the enemy finder acquires enemies.|}} | |||
{{O BaseNPC}} | {{O BaseNPC}} | ||
==See also== | ==See also== | ||
* | * {{ent|npc_enemyfinder}} - Normal enemyfinder entity. | ||
[[Category:Entities]] | [[Category:Entities]] |
Latest revision as of 04:32, 19 May 2025
npc_enemyfinder_combinecannon
is a model entity available in Half-Life 2 series,
Portal series, and
Alien Swarm.
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CNPC_EnemyFinderCombineCannon |
![]() |
This entity is a special version of npc_enemyfinder designed to operate the func_tank_combine_cannon as part of the three-way Combine Autogun seen in Episode Two. Essentially an invisible entity manning a mounted gun, it sees the enemy and aims the tank brush at them. An example can be found in the map ep2_outland_09.
Compared to the standard npc_enemyfinder, this version includes a few additional FOV and timeout options.

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
- FieldOfView (FieldOfView) <string>
- Min Search Dist (MinSearchDist) <integer>
- Max Search Dist (MaxSearchDist) <integer>
- Player pass issue time (freepass_timetotrigger) <float>
- Amount of time an enemy is hidden after which a 'free pass' on reaquire is granted.
- Player pass duration (freepass_duration) <float>
- After granted 'free pass', the amount of time a target is allowed before reaquire.
- Player pass move tolerance (freepass_movetolerance) <float>
- After granted 'free pass', the distance the target is allowed to move before reaquire.
- Player pass refill rate (freepass_refillrate) <float>
- After free pass begins expiring, how much the time the target gets back for every second they hide again.
- Player pass peek time (freepass_peektime) <float>
- How long targets in cover are allowed to peek without penalty.
- Start On (StartOn) <boolean>
CBaseCombatCharacter:
CAI_BaseNPC:
DamageFilter:
|
Flags
- Check Visibility : [65536]
- APC Visibility checks : [131072]
- Short memory : [262144]
- Can be an enemy : [524288]
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
- TurnOn
- Turn on: Look for enemies.
- TurnOff
- Turn off: Stop looking for enemies.
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
- OnLostEnemies
- Fires when the enemy finder has no enemies.
- OnAcquireEnemies
- Fires when the enemy finder acquires enemies.
|
See also
- npc_enemyfinder - Normal enemyfinder entity.