Template:KV CAI BaseNPC: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(No more keyvalues available in this, now it needs the last stuff confirmed and templating added)
(intn for Source keyvalue templates)
 
(17 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{KV|Target Path Corner (target)|target_destination|If set, the name of a path corner entity that this NPC will walk to, after spawning. Must be within 576 units from the NPC.}}
<noinclude>{{back|Template:KV_BaseCombatCharacter}}
{{KV|Sleep State (sleepstate)|choices|Holds the NPC in stasis until specified condition. See also '''Wake Radius''' and '''Wake Squad'''.
 
This template is our holder for all [[keyvalues]] that are assigned through {{ent|CAI_BaseNPC}}.
 
Add <code>|addeq=[text here]</code> to (optionally) write a custom description for the '''Weapon Held''' keyvalue.
 
{{note|Some <code>CBaseEntity</code> keyvalues are listed here for practical reasons.}}
----
[[Category:Keyvalue Templates|Global]]
</noinclude>{{minititle|AI_BaseNPC}}
{{KV|Weapon Held|intn=additionalequipment|classname|{{{addeq|Gives the NPC a weapon. NPCs may attack oddly or not attack if they don't know how to use a particular weapon.}}}}}
{{KV|Health|intn=health|integer|How close to death the NPC is.|nofgd=1}}
{{KV|Maximum Health|intn=max_health|integer|'''Health''' cannot exceed this amount.|nofgd=1}}
{{KV|[[Squad]] Name|intn=squadname|string|NPCs that are in the same squad will share information about enemies, and will take turns attacking and covering each other.}}
{{KV|Target Path Corner|intn=target|target_destination|If set, the name of a {{ent|path_corner}} entity that this NPC will move to, after spawning. Must be within 576 units from the NPC.}}
{{KV|Sleep State|intn=sleepstate|choices|Holds the NPC in stasis until specified condition. See also '''Wake Radius''' and '''Wake Squad'''.
:*0: None
:*0: None
:*1: Waiting for threat
:*1: Waiting for threat
Line 9: Line 23:
:{{todo|clarify the differences between each}}
:{{todo|clarify the differences between each}}
}}
}}
{{KV|Wake Radius (wakeradius)|float|Auto-wake if player is within this distance, in Hammer units.}}
{{KV|Wake Radius|intn=wakeradius|float|Auto-wake if player is within this distance, in Hammer units.}}
{{KV|Wake Squad (wakesquad)|bool|If yes, wake all of the NPCs squadmates if the NPC is woken.}}
{{KV|Wake Squad|intn=wakesquad|bool|If yes, wake all of the NPCs squadmates if the NPC is woken.}}
{{KV|Ignore unseen enemies (ignoreunseenenemies)|choices|Prefer visible enemies, regardless of distance or relationship priority.}}
{{KV|Ignore unseen enemies|intn=ignoreunseenenemies|boolean|Prefer visible enemies, regardless of distance or relationship priority.}}
{{KV|[[Squad]] Name (squadname)|string|NPCs that are in the same squad will share information about enemies, and will take turns attacking and covering each other.}}
{{KV|[[hintgroup|Hint Group]]|intn=hintgroup|string|Hint groups are used by NPCs to restrict their hint-node searching to a subset of the map's hint nodes. Only hint nodes with matching hint group names will be considered by this NPC.}}
{{KV|Hint Group ([[hintgroup]])|string|Hint groups are used by NPCs to restrict their hint-node searching to a subset of the map's hint nodes. Only hint nodes with matching hint group names will be considered by this NPC.}}
{{KV|Hint Limit Nav|intn=hintlimiting|bool|If yes, limits NPC to using specified hint group for navigation requests, but does not limit local navigation.}}
{{KV|Hint Limit Nav|bool|If yes, limits NPC to using specified hint group for navigation requests, but does not limit local navigation.}}
{{KV|Enemy Filter|intn=enemyfilter|targetname|[[Filter]] by which to filter potential enemies.}}
{{KV|Weapon Held(additionalequipment)|classname|Gives the NPC a weapon. NPCs may attack oddly or not attack if they don't know how to use a particular weapon.}}
{{KV|Local [[Velocity]]|intn=velocity|vector|Velocity generated by the entity, can cause strange behavior if changed.|nofgd=1}}
{{KV|Enemy Filter (enemyfilter)|targetname|[[Filter]] by which to filter potential enemies.}}
{{KV|Base [[Velocity]]|intn=basevelocity|vector|Velocity to start with on spawn.|nofgd=1}}
{{KV|Relationship (Relationship)|string|<[[string]]&#124;[[targetname]] or [[classname]]> <[[string]]&#124;disposition> <[[int]]&#124;rank>
{{KV|Angular [[Velocity]]|intn=avelocity|vector|Angular velocity to start with on spawn.|nofgd=1}}
:Changes whether this NPC likes or dislikes certain others. Used like the {{ent|ai_relationship}} entity, with this NPC as the subject.
{{KV|Water Level|intn=waterlevel|character|Current water level of the entity, can cause strange behavior if changed.|nofgd=1}}
:Values for <code>disposition</code> are:
:*<code>D_HT</code>: Hate
:*<code>D_FR</code>: Fear
:*<code>D_LI</code>: Like
:*<code>D_NU</code>: Neutral|nofgd=1}}
{{KV|Physics Impact Damage Scale|float|Multiplier for damage amount when this NPC is hit by a physics object. With a value of 0 the NPC will take no damage from physics.}}
{{KV|Hull Type (HullType)|integer|Physical size of the NPC. Affects navigation capabilities and the [[bounding box]].|nofgd=1|since=AS}}
:*<code>HUMAN_HULL</code>: Human
:*<code>WIDE_HUMAN_HULL</code>: Wide
:*<code>TINY_HULL</code>: Tiny
:*<code>MEDIUM_HULL</code>: Medium
:*<code>LARGE_HULL</code>: Large
{{confirm|Works? This keyvalue is defined as using integers}}
{{KV|Blood Color (BloodColor)|integer|Blood color of the NPC when shot.|nofgd=1|since=AS}}
{{confirm|Works? This keyvalue is defined as using integers}}

Latest revision as of 13:25, 9 July 2024

Template:KV_BaseCombatCharacter

This template is our holder for all keyvalues that are assigned through CAI_BaseNPC.

Add |addeq=[text here] to (optionally) write a custom description for the Weapon Held keyvalue.

Note.pngNote:Some CBaseEntity keyvalues are listed here for practical reasons.

AI_BaseNPC:

Weapon Held (additionalequipment) <classname>
Gives the NPC a weapon. NPCs may attack oddly or not attack if they don't know how to use a particular weapon.
Health (health) <integer> !FGD
How close to death the NPC is.
Maximum Health (max_health) <integer> !FGD
Health cannot exceed this amount.
Squad Name (squadname) <string>
NPCs that are in the same squad will share information about enemies, and will take turns attacking and covering each other.
Target Path Corner (target) <targetname>
If set, the name of a path_corner entity that this NPC will move to, after spawning. Must be within 576 units from the NPC.
Sleep State (sleepstate) <choices>
Holds the NPC in stasis until specified condition. See also Wake Radius and Wake Squad.
  • 0: None
  • 1: Waiting for threat
  • 2: Waiting for PVS
  • 3: Waiting for input, ignore PVS
  • 4: Auto PVS
  • 5: Auto PVS after PVS
Todo: clarify the differences between each
Wake Radius (wakeradius) <float>
Auto-wake if player is within this distance, in Hammer units.
Wake Squad (wakesquad) <boolean>
If yes, wake all of the NPCs squadmates if the NPC is woken.
Ignore unseen enemies (ignoreunseenenemies) <boolean>
Prefer visible enemies, regardless of distance or relationship priority.
Hint Group (hintgroup) <string>
Hint groups are used by NPCs to restrict their hint-node searching to a subset of the map's hint nodes. Only hint nodes with matching hint group names will be considered by this NPC.
Hint Limit Nav (hintlimiting) <boolean>
If yes, limits NPC to using specified hint group for navigation requests, but does not limit local navigation.
Enemy Filter (enemyfilter) <targetname>
Filter by which to filter potential enemies.
Local Velocity (velocity) <vector> !FGD
Velocity generated by the entity, can cause strange behavior if changed.
Base Velocity (basevelocity) <vector> !FGD
Velocity to start with on spawn.
Angular Velocity (avelocity) <vector> !FGD
Angular velocity to start with on spawn.
Water Level (waterlevel) <character> !FGD
Current water level of the entity, can cause strange behavior if changed.