Template:I CAI BaseNPC: Difference between revisions
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({{minititle|AI_BaseNPC}}) |
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</noinclude>{{minititle|AI_BaseNPC}} | </noinclude>{{minititle|AI_BaseNPC}} | ||
{{ | {{I|SetRelationship|param=string|<[[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. | :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: | ||
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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|SetEnemyFilter|param=targetname|Set a [[filter]] by which to filter potential enemies.}} | ||
{{ | {{I|SetHealth|param=int|Set the health of the NPC to this amount.}}{{#if:{{{rappel|}}}| | ||
{{ | {{I|BeginRappel|Tells NPC to begin rappelling.}}|<noinclude> | ||
{{ | {{I|BeginRappel|Tells NPC to begin rappelling.}}</noinclude>}}<!-- | ||
{{ | -->{{I|SetSquad|param=string|Changes the name of this NPC's [[squad]]. Leaving the parameter blank will remove the NPC from any existing squad.}} | ||
{{ | {{I|Wake|Wakes up the NPC if it is sleeping.{{clarify}}}} | ||
{{ | {{I|UpdateEnemyMemory|param=targetname|since=EP1|Update (or create) this NPC's memory of of the given entity.}} | ||
{{ | {{I|ForgetEntity|param=targetname|Clears out the NPC's knowledge of a named entity.}} | ||
{{ | {{I|IgnoreDangerSounds|param=float|Ignore danger sounds for the specified number of seconds. {{todo|Clarify what a "danger sound" is.}}}} | ||
{{ | {{I|Break|Makes the NPC die and disappear.}} | ||
{{ | {{I|StartScripting|Puts the NPC into a "scripted" state. It will ignore a variety of stimuli, such as {{ent|+use}}, danger sounds, and idle speech.}} | ||
{{ | {{I|ExitScripting|Puts the NPC into their normal state again.}} | ||
{{ | {{I|GagEnable|Prevents the NPC from making any vocalized sounds or speech, unless they are in a choreographed scene.}} | ||
{{ | {{I|GagDisable|Allow the NPC to make vocalizations again.}} | ||
{{ | {{I|InsideTransition|nofgd=1|Tells the NPC to stop any ''choreography'' (but not scripted speech) its a part of. Usually this is only done by a {{ent|trigger_changelevel}} when a player steps inside it, and the NPC is inside an associated {{ent|trigger_transition}}.}} | ||
{{ | {{I|ActivateSpeedModifier|nofgd=1|}} | ||
{{I|DisableSpeedModifier|nofgd=1|}} | |||
{{ | {{I|SetSpeedModRadius|nofgd=1|}} | ||
{{ | {{I|SetSpeedModSpeed|nofgd=1|}} | ||
{{ | {{I|HolsterWeapon|Makes the NPC put their weapon away.}} | ||
{{ | {{I|UnholsterWeapon|Makes the NPC take out their weapon, if they have one.}} | ||
{{ | {{I|HolsterAndDestroyWeapon|Makes the NPC holster their weapon and then never unholster it again.}} | ||
{{ | {{I|ForceInteractionWithNPC|param=string|since=EP1|Force the NPC to use a dynamic interaction with another NPC. Syntax is <code><[[targetname]]> <dynamic interaction></code>.}}<noinclude> | ||
{{ | [[Category:Input Templates|CAI_BaseNPC]] | ||
</noinclude> | |||
Latest revision as of 12:54, 21 April 2025
This template is our holder for all inputs assigned through CAI_BaseNPC.
Add |rappel=1
to display the BeginRappel
input.
AI_BaseNPC:
- SetRelationship <string>
- <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
- SetEnemyFilter <targetname>
- Set a filter by which to filter potential enemies.
- SetHealth <integer>
- Set the health of the NPC to this amount.
- BeginRappel
- Tells NPC to begin rappelling.
- SetSquad <string>
- Changes the name of this NPC's squad. Leaving the parameter blank will remove the NPC from any existing squad.
- Wake
- Wakes up the NPC if it is sleeping.[Clarify]
- UpdateEnemyMemory <targetname> (in all games since
)
- Update (or create) this NPC's memory of of the given entity.
- ForgetEntity <targetname>
- Clears out the NPC's knowledge of a named entity.
- IgnoreDangerSounds <float>
- Ignore danger sounds for the specified number of seconds. Todo: Clarify what a "danger sound" is.
- Break
- Makes the NPC die and disappear.
- StartScripting
- Puts the NPC into a "scripted" state. It will ignore a variety of stimuli, such as +use, danger sounds, and idle speech.
- ExitScripting
- Puts the NPC into their normal state again.
- GagEnable
- Prevents the NPC from making any vocalized sounds or speech, unless they are in a choreographed scene.
- GagDisable
- Allow the NPC to make vocalizations again.
- InsideTransition !FGD
- Tells the NPC to stop any choreography (but not scripted speech) its a part of. Usually this is only done by a trigger_changelevel when a player steps inside it, and the NPC is inside an associated trigger_transition.
- ActivateSpeedModifier !FGD
- DisableSpeedModifier !FGD
- SetSpeedModRadius !FGD
- SetSpeedModSpeed !FGD
- HolsterWeapon
- Makes the NPC put their weapon away.
- UnholsterWeapon
- Makes the NPC take out their weapon, if they have one.
- HolsterAndDestroyWeapon
- Makes the NPC holster their weapon and then never unholster it again.
- ForceInteractionWithNPC <string> (in all games since
)
- Force the NPC to use a dynamic interaction with another NPC. Syntax is
<targetname> <dynamic interaction>
.