Template:O CAI BaseNPC: Difference between revisions

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(Created page with "<noinclude>This template is our holder for all outputs assigned through {{ent|CAI_BaseNPC}}. Add <code>|rappel=1</code> to display the <code>OnRappelTouchdown</code> outp...")
 
m (→‎top: Substituted IO templates)
 
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Add <code>|rappel=1</code> to display the <code>OnRappelTouchdown</code> output.
Add <code>|rappel=1</code> to display the <code>OnRappelTouchdown</code> output.
</noinclude>{{IO|OnDamaged|Fired when this NPC takes damage.}}
----
{{IO|OnDeath|Fired when this NPC is killed.}}
</noinclude>{{minititle|AI_BaseNPC}}
{{IO|OnHalfHealth|Fired when this NPC reaches half of its maximum health.}}
{{O|OnDamaged|Fired when this NPC takes damage.}}
{{IO|OnFoundEnemy|Fired when this NPC establishes line of sight to its enemy.}}
{{O|OnDeath|Fired when this NPC is killed.}}
{{IO|OnLostEnemy|Fired when this NPC loses its enemy, usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy.}}
{{O|OnHalfHealth|Fired when this NPC reaches half of its maximum health.}}
{{IO|OnLostEnemyLOS|Fired when this NPC loses line of sight to its enemy.}}
{{O|OnFoundEnemy|Fired when this NPC establishes line of sight to its enemy.}}
{{IO|OnFoundPlayer|Fired when this NPC establishes line of sight to an enemy player.}}
{{O|OnLostEnemy|Fired when this NPC loses its enemy, usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy.}}
{{IO|OnLostPlayer|Fired when this NPC loses an enemy player, usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy.}}
{{O|OnLostEnemyLOS|Fired when this NPC loses line of sight to its enemy.}}
{{IO|OnFoundEnemy|Fired when this NPC establishes line of sight to an enemy player.}}
{{O|OnFoundPlayer|Fired when this NPC establishes line of sight to an enemy player.}}
{{IO|OnHearWorld|Fired when this NPC hears a sound (other than combat or the player). {{confirm|Must come from an {{ent|ai_sound}}?}}}}
{{O|OnLostPlayer|Fired when this NPC loses an enemy player, usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy.}}
{{IO|OnHearPlayer|Fired when this NPC hears the player.}}
{{O|OnFoundEnemy|Fired when this NPC establishes line of sight to an enemy player.}}
{{IO|OnHearCombat|Fired when this NPC hears combat sounds.}}
{{O|OnHearWorld|Fired when this NPC hears a sound (other than combat or the player). {{confirm|Must come from an {{ent|ai_sound}}?}}}}
{{IO|OnDamagedByPlayer|Fired when this NPC is hurt by a player.}}
{{O|OnHearPlayer|Fired when this NPC hears the player.}}
{{IO|OnDamagedByPlayerSquad|Fired when this NPC is hurt by anyone in the player squad.}}
{{O|OnHearCombat|Fired when this NPC hears combat sounds.}}
{{IO|OnDenyCommanderUse|Fired when this NPC has refused to join the player's squad.}}{{#if:{{{rappel|}}}|
{{O|OnDamagedByPlayer|Fired when this NPC is hurt by a player.}}
{{IO|OnRappelTouchdown|Fires when the NPC is done rappelling.}}|<noinclude>
{{O|OnDamagedByPlayerSquad|Fired when this NPC is hurt by anyone in the player squad.}}
{{IO|OnRappelTouchdown|Fires when the NPC is done rappelling.}}</noinclude>}}
{{O|OnDenyCommanderUse|Fired when this NPC has refused to join the player's squad.}}{{#if:{{{rappel|}}}|
{{IO|OnWake|Fired when this NPC comes out of a sleep state.}}
{{O|OnRappelTouchdown|Fires when the NPC is done rappelling.}}|<noinclude>
{{IO|OnSleep|Fired when this NPC enters a sleep state.}}
{{O|OnRappelTouchdown|Fires when the NPC is done rappelling.}}</noinclude>}}
{{IO|OnForcedInteractionStarted|Fired when the NPC starts a forced interaction.}}
{{O|OnWake|Fired when this NPC comes out of a sleep state.}}
{{IO|OnForcedInteractionAborted|Fired when the NPC aborts a forced interaction for some reason (target NPC died, couldn't be pathed to, etc).}}
{{O|OnSleep|Fired when this NPC enters a sleep state.}}
{{IO|OnForcedInteractionFinished|"NPCs in actbusies can no longer perform dynamic interactions." {{todo|What does this mean?}}}}
{{O|OnForcedInteractionStarted|Fired when the NPC starts a forced interaction.}}
{{O|OnForcedInteractionAborted|Fired when the NPC aborts a forced interaction for some reason (target NPC died, couldn't be pathed to, etc).}}
{{O|OnForcedInteractionFinished|Fired when a forced interaction is finished as it was meant to.}}<noinclude>
[[Category:Output Templates|CAI_BaseNPC]]
</noinclude>

Latest revision as of 13:04, 21 April 2025

This template is our holder for all outputs assigned through CAI_BaseNPC.

Add |rappel=1 to display the OnRappelTouchdown output.


AI_BaseNPC:

OnDamaged
Fired when this NPC takes damage.
OnDeath
Fired when this NPC is killed.
OnHalfHealth
Fired when this NPC reaches half of its maximum health.
OnFoundEnemy
Fired when this NPC establishes line of sight to its enemy.
OnLostEnemy
Fired when this NPC loses its enemy, usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy.
OnLostEnemyLOS
Fired when this NPC loses line of sight to its enemy.
OnFoundPlayer
Fired when this NPC establishes line of sight to an enemy player.
OnLostPlayer
Fired when this NPC loses an enemy player, usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy.
OnFoundEnemy
Fired when this NPC establishes line of sight to an enemy player.
OnHearWorld
Fired when this NPC hears a sound (other than combat or the player).
Confirm:Must come from an ai_sound?
OnHearPlayer
Fired when this NPC hears the player.
OnHearCombat
Fired when this NPC hears combat sounds.
OnDamagedByPlayer
Fired when this NPC is hurt by a player.
OnDamagedByPlayerSquad
Fired when this NPC is hurt by anyone in the player squad.
OnDenyCommanderUse
Fired when this NPC has refused to join the player's squad.
OnRappelTouchdown
Fires when the NPC is done rappelling.
OnWake
Fired when this NPC comes out of a sleep state.
OnSleep
Fired when this NPC enters a sleep state.
OnForcedInteractionStarted
Fired when the NPC starts a forced interaction.
OnForcedInteractionAborted
Fired when the NPC aborts a forced interaction for some reason (target NPC died, couldn't be pathed to, etc).
OnForcedInteractionFinished
Fired when a forced interaction is finished as it was meant to.