Template:O CAI BaseNPC: Difference between revisions
Jump to navigation
Jump to search
(seems right...) |
m (→top: Substituted IO templates) |
||
(One intermediate revision by one other user not shown) | |||
Line 4: | Line 4: | ||
---- | ---- | ||
</noinclude>{{minititle|AI_BaseNPC}} | </noinclude>{{minititle|AI_BaseNPC}} | ||
{{ | {{O|OnDamaged|Fired when this NPC takes damage.}} | ||
{{ | {{O|OnDeath|Fired when this NPC is killed.}} | ||
{{ | {{O|OnHalfHealth|Fired when this NPC reaches half of its maximum health.}} | ||
{{ | {{O|OnFoundEnemy|Fired when this NPC establishes line of sight to its enemy.}} | ||
{{ | {{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.}} | ||
{{ | {{O|OnLostEnemyLOS|Fired when this NPC loses line of sight to its enemy.}} | ||
{{ | {{O|OnFoundPlayer|Fired when this NPC establishes line of sight to an enemy player.}} | ||
{{ | {{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.}} | ||
{{ | {{O|OnFoundEnemy|Fired when this NPC establishes line of sight to an enemy player.}} | ||
{{ | {{O|OnHearWorld|Fired when this NPC hears a sound (other than combat or the player). {{confirm|Must come from an {{ent|ai_sound}}?}}}} | ||
{{ | {{O|OnHearPlayer|Fired when this NPC hears the player.}} | ||
{{ | {{O|OnHearCombat|Fired when this NPC hears combat sounds.}} | ||
{{ | {{O|OnDamagedByPlayer|Fired when this NPC is hurt by a player.}} | ||
{{ | {{O|OnDamagedByPlayerSquad|Fired when this NPC is hurt by anyone in the player squad.}} | ||
{{ | {{O|OnDenyCommanderUse|Fired when this NPC has refused to join the player's squad.}}{{#if:{{{rappel|}}}| | ||
{{ | {{O|OnRappelTouchdown|Fires when the NPC is done rappelling.}}|<noinclude> | ||
{{ | {{O|OnRappelTouchdown|Fires when the NPC is done rappelling.}}</noinclude>}} | ||
{{ | {{O|OnWake|Fired when this NPC comes out of a sleep state.}} | ||
{{ | {{O|OnSleep|Fired when this NPC enters a sleep state.}} | ||
{{ | {{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.