Template:I BaseNPC: Difference between revisions
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{{ | {{LanguageBar}}[[Category:Input_Templates|BaseNPC]] | ||
{{ | <onlyinclude>{{expandBox|title=BaseNPC inputs| | ||
{{minititle|CAI_BaseNPC}} | |||
{{I|ActivateSpeedModifier|nofgd=1}} | |||
{{I|DisableSpeedModifier|nofgd=1}} | |||
{{I|Break|Smash into pieces. If this is not possible, disappear.}} | |||
{{I|BecomeRagdoll|Remove itself and instantly become a [[ragdoll]] with zero force (just go limp). OnDeath, etc. outputs will <strong>NOT</strong> be fired.|since={{ep2}}}} | |||
{{I|ForceInteractionWithNPC <[[string]]> <[[string]]>|Force the NPC to use a dynamic interaction with another NPC. Syntax is <tt><[[targetname]]> <dynamic interaction></tt>.|since={{ep1}}}} | |||
{{I|ForgetEntity|Clears out the NPC's knowledge of a named entity.|param=targetname}} | |||
{{I|UpdateEnemyMemory|Update (or create) this NPC's memory of of the given entity.|since={{ep1}}}} | |||
{{I|GagEnable}} | |||
{{I|GagDisable|Gagged NPCs won't speak (or moan, caw, etc.) unless made to be a choreographed scene.}} | |||
{{I|HolsterWeapon|since={{ep1}}}} | |||
{{I|UnholsterWeapon|Force the NPC to holster or unholster their weapon. Ignored if the NPC is scripting or if the NPC doesn't use weapons.|since={{ep1}}}} | |||
{{I|HolsterAndDestroyWeapon|Same as <code>HolsterWeapon</code>, except the weapon is destroyed once it has been concealed.|since={{ep1}}}} | |||
{{I|IgnoreDangerSounds|Ignore danger sounds for the specified number of seconds.|param=float}} | |||
{{I|InsideTransition|nofgd=1}} | |||
{{I|OutsideTransition|nofgd=1}} | |||
{{I|SetBodyGroup|HACK: Sets this NPC's body group (from 0–n).|param=int}} | |||
{{I|SetEnemyFilter|param=string}} | |||
{{I|SetHealth|Set the NPC's health.|param=int}}{{#ifeq: base | {{{branch|base}}} | | |||
{{I|SetMaxLookDistance|Sets the maximum look distance for the NPC. Defaults are 2048 and 6000 for long range NPCs.|param=float|only={{GMOD}}}} }} | |||
{{I|SetRelationship <[[string]]{{!}}[[targetname]] or [[classname]]> <[[string]]{{!}}disposition> <[[int]]{{!}}rank>|Changes whether this NPC likes or dislikes certain others. Used like the {{ent|ai_relationship}} entity, with this NPC as the subject. | |||
: Values for <code>disposition</code> are: | : Values for <code>disposition</code> are: | ||
:* <code>D_HT</code>: Hate | :* <code>D_HT</code>: Hate | ||
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:* <code>D_LI</code>: Like | :* <code>D_LI</code>: Like | ||
:* <code>D_NU</code>: Neutral}} | :* <code>D_NU</code>: Neutral}} | ||
{{ | {{I|SetSquad|Change the name of this NPC's [[Squads|squad]]. Leaving the parameter blank will remove the NPC from any existing squad.|param=string}} | ||
{{I|StartScripting}} | |||
{{I|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 {{ent|use|alt=+Use}}, don't idle speak or respond to other NPCs' idle speech, and so on.}} | |||
{{I|Wake|Wakes up the NPC if it is sleeping.}} | |||
{{I BaseCombatCharacter}} | |||
{{ | {{I DamageFilter}} }}</onlyinclude> | ||
{{ | |||
{{ | |||
{{ | |||
Latest revision as of 10:37, 19 March 2025
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: