Npc enemyfinder combinecannon: Difference between revisions
		
		
		
		
		
		Jump to navigation
		Jump to search
		
				
		
Note:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.
		
	
m (removed {{DISPLAYTITLE}}, covered by the hl2 point template)  | 
				m (Classifying as model entity)  | 
				||
| (9 intermediate revisions by 5 users not shown) | |||
| Line 1: | Line 1: | ||
{{  | {{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.  | ||
| Line 9: | Line 8: | ||
== 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 03:32, 19 May 2025
npc_enemyfinder_combinecannon  is a   model entity  available in 
 Half-Life 2 series, 
 Portal series, and 
 Alien Swarm.
| 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. 
parentnameortarget).
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 
6,000units 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 
dispositionare: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.