Npc launcher: Difference between revisions

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Used in Half-Life 2 on d3_c17_06b.
{{CD|CNPC_Launcher|file1=1}}
{{This is a|model entity|name=npc_launcher|game=Half-Life 2 series|game1=Portal|game2=Source SDK Bases}}
{{immobile npc}}


{{todo|Any other game or games is this in?}}
Can fire rocket-propelled grenades or other missiles with many property customizations. The missiles can be made to home on a target or follow a path. It is used in [[d3_c17_06b]] when rockets break up a wood bridge. Also used in [[d1_eli_02]] to simulate the Combine APC rockets when the base is getting attacked.
{{immobile npc}}
== Entity description ==
Can fire rocket-propelled grenades or other missiles with many property customizations. The missiles can be made to home on a target or follow a path.


== Keyvalues ==
== Keyvalues ==
* {{KV BaseNPC}}
{{KV|Start On|intn=StartOn|bool|Will the launcher be active at spawn?}}
 
{{KV|Missile Model|intn=MissileModel|model|The model for the fired missile}}
* {{KV Parentname}}
:{{warning|This KV's default value doesn't point to an existing resource. It should instead point to <code>models/Weapons/W_missile.mdl</code>.}}
 
{{KV|Launch Sound|intn=LaunchSound|string|Sound when the missile launches}}
* '''StartOn'''
{{KV|Fly Sound|intn=FlySound|string|The sound the missile makes in air}}
: {{boolean}}
:{{warning|This KV's default value doesn't point to an existing resource. It should instead point to <code>weapons/rpg/rocket1.wav</code>.}}
 
{{KV|Smoke Trail|intn=SmokeTrail|choices|What trail the missile leaves behind}}
* '''MissileModel'''
:*0: Off
: <studio>
:*1: On
 
:*2: On Homing
* '''LaunchSound'''
{{KV|Launch Smoke|intn=LaunchSmoke|bool|Is there smoke on launch?}}
: <sound>
{{KV|Launch Delay|intn=LaunchDelay|int|When ON, how long to wait between each launch}}
 
{{KV|Launch Speed|intn=LaunchSpeed|string|Initial launch speed of missile (in up direction)}}
* '''FlySound'''
{{KV|Path Corner Name|intn=PathCornerName|string|Name of a path corner.  If set launches a pathfollowing missing, rather than a homing missile}}
: <sound>
{{KV|Homing Speed|intn=HomingSpeed|string|Speed to reach when homing}}
 
{{KV|Homing Strength|intn=HomingStrength|int|How strong in homing effect (0-100)}}
* '''SmokeTrail'''
{{KV|Homing Delay|intn=HomingDelay|string|Number of seconds to delay before homing starts}}
: <choices>
{{KV|Homing Ramp Up|intn=HomingRampUp|string|Number of seconds it takes to reach full homing strength after homing delay}}
:{| class=standard-table
{{KV|Homing Duration|intn=HomingDuration|string|Number of seconds the homing effect lasts}}
! Literal Value || Description
{{KV|Homing Ramp Down|intn=HomingRampDown|string|Number of seconds it takes homing effect to decay after homing duration}}
|-
{{KV|Gravity|intn=Gravity|string|Scale for effect of gravity. (1.0 = normal gravity)}}
| 0 || Off
{{KV|Min Range|intn=MinRange|int|Minimun distance a target can be to be attacked}}
|-
{{KV|MaxRange|intn=MaxRange|int|Maximum distance a target can be to be attacked}}
| 1 || On
{{KV|Spin Magnitude|intn=SpinMagnitude|string|Strength of spin in missile trajectory}}
|-
{{KV|Spin Speed|intn=SpinSpeed|string|How fast does the spin rotate through 360}}
| 2 || On Homing
{{KV|Damage|intn=Damage|string|How much damage does each missile do}}
|}
{{KV|DamageRadius|intn=DamageRadius|string|How far away from impact does the missle do damage}}
 
{{KV BaseNPC}}
* '''LaunchSmoke'''
: {{boolean}}
 
* '''LaunchDelay'''
: <integer> When ON, how long to wait between each launch
 
* '''LaunchSpeed'''
: <float> Initial launch speed of missile (in up direction)
 
* '''PathCornerName'''
: <target_destination> Name of a path corner.  If set launches a pathfollowing missing, rather than a homing missile
 
* '''HomingSpeed'''
: <float> Speed to reach when homing
 
* '''HomingStrength'''
: <integer> How strong in homing effect (0-100). Higher values yield sharper turning ability.
 
* '''HomingDelay'''
: <float> Number of seconds to delay before homing starts
 
* '''HomingRampUp'''
: <float> Number of seconds it takes to reach full homing strength after homing delay
 
* '''HomingDuration'''
: <float> Number of seconds the homing effect lasts
 
* '''HomingRampDown'''
: <float> Number of seconds it takes homing effect to decay after homing duration
 
* '''Gravity'''
: <float> Scale for effect of gravity. (1.0 = normal gravity)
 
* '''MinRange'''
: <float> Minimun distance a target can be to be attacked
 
* '''MaxRange'''
: <float> Maximum distance a target can be to be attacked
 
* '''SpinMagnitude'''
: <float> Strength of spin in missile trajectory
 
* '''SpinSpeed'''
: <float> How fast does the spin rotate through 360
 
* '''Damage'''
: <float> How much damage does each missile do
 
* '''DamageRadius'''
: <float>


== Flags ==
== Flags ==
* {{Fl BaseNPC}}
{{fl|65536|Check LOS}}
{{Fl BaseNPC}}


* 65536  : Check LOS


== Inputs ==
== Inputs ==
* {{I BaseNPC}}
{{I|TurnOn|Turn on Launcher}}
 
{{I|TurnOff|Turn off Launcher}}
* {{I Parentname}}
{{I|LOSCheckOn|Start checking line of sight before firing}}
 
{{I|LOSCheckOff|Stop checking line of sight before firing}}
* '''TurnOn'''
{{I|SetEnemyEntity|Set entity I should attack. Ignores visibility. (output from other entity only)}}
: Turn on Launcher
{{I|ClearEnemyEntity|Clear set enemy enemy}}
 
{{I|FireOnce|Fire Once (if have enemy)}}
* '''TurnOff'''
{{I BaseNPC}}
: Turn off Launcher
 
* '''LOSCheckOn'''
: Start checking line of sight before firing
 
* '''LOSCheckOff'''
: Stop checking line of sight before firing
 
* '''SetEnemyEntity'''
: Set entity I should attack. Ignores visibility. (output from other entity only)
 
* '''ClearEnemyEntity'''
: Clear set enemy enemy
 
* '''FireOnce'''
: Fire Once (if have enemy)


== Outputs ==
== Outputs ==
* {{O BaseNPC}}
{{O|OnLaunch|activator=enemy launched at|Fires when missile is launched.}}
 
{{O BaseNPC}}
* '''OnLaunch'''
: Fires when missile is launched. {{activator|enemy launched at}}
[[Category:Entities]]


== Notes ==
The default values of the <code>MissileModel</code> and <code>FlySound</code> properties point to resources that do not exist. Appropriate values would be <code>models/Weapons/W_missile.mdl</code> and <code>weapons/rpg/rocket1.wav</code>, respectively.


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<!-- akilling.org has closed. When (and if) these tutorials are ported onto the VDC, please link to them instead!

Latest revision as of 04:33, 19 May 2025

C++ Class hierarchy
CNPC_Launcher
CAI_BaseNPC
CBaseCombatCharacter
CBaseFlex
CBaseAnimatingOverlay
CBaseAnimating
CBaseEntity
C++ npc_launcher.cpp

npc_launcher is a model entity available in Half-Life 2 series Half-Life 2 series, Portal Portal, and Source SDK BasesSource SDK BasesSource SDK Bases Source SDK Bases.

Can fire rocket-propelled grenades or other missiles with many property customizations. The missiles can be made to home on a target or follow a path. It is used in d3_c17_06b when rockets break up a wood bridge. Also used in d1_eli_02 to simulate the Combine APC rockets when the base is getting attacked.

Keyvalues

Start On (StartOn) <boolean>
Will the launcher be active at spawn?
Missile Model (MissileModel) <model path>
The model for the fired missile
Warning.pngWarning:This KV's default value doesn't point to an existing resource. It should instead point to models/Weapons/W_missile.mdl.
Launch Sound (LaunchSound) <string>
Sound when the missile launches
Fly Sound (FlySound) <string>
The sound the missile makes in air
Warning.pngWarning:This KV's default value doesn't point to an existing resource. It should instead point to weapons/rpg/rocket1.wav.
Smoke Trail (SmokeTrail) <choices>
What trail the missile leaves behind
  • 0: Off
  • 1: On
  • 2: On Homing
Launch Smoke (LaunchSmoke) <boolean>
Is there smoke on launch?
Launch Delay (LaunchDelay) <integer>
When ON, how long to wait between each launch
Launch Speed (LaunchSpeed) <string>
Initial launch speed of missile (in up direction)
Path Corner Name (PathCornerName) <string>
Name of a path corner. If set launches a pathfollowing missing, rather than a homing missile
Homing Speed (HomingSpeed) <string>
Speed to reach when homing
Homing Strength (HomingStrength) <integer>
How strong in homing effect (0-100)
Homing Delay (HomingDelay) <string>
Number of seconds to delay before homing starts
Homing Ramp Up (HomingRampUp) <string>
Number of seconds it takes to reach full homing strength after homing delay
Homing Duration (HomingDuration) <string>
Number of seconds the homing effect lasts
Homing Ramp Down (HomingRampDown) <string>
Number of seconds it takes homing effect to decay after homing duration
Gravity (Gravity) <string>
Min Range (MinRange) <integer>
Minimun distance a target can be to be attacked
MaxRange (MaxRange) <integer>
Maximum distance a target can be to be attacked
Spin Magnitude (SpinMagnitude) <string>
Strength of spin in missile trajectory
Spin Speed (SpinSpeed) <string>
How fast does the spin rotate through 360
Damage (Damage) <string>
How much damage does each missile do
DamageRadius (DamageRadius) <string>
How far away from impact does the missle do damage
BaseNPC keyvalues

CBaseCombatCharacter:

Relationship (Relationship) <string> !FGD
<string|targetname or classname> <string|disposition> <int|rank>
Changes whether this entity likes or dislikes certain other things. Used like the ai_relationship entity, with this entity as the subject.
Values for disposition are:
  • D_HT: Hate
  • D_FR: Fear
  • D_LI: Like
  • D_NU: Neutral
Physics Impact Damage Scale (physdamagescale) <float>
Multiplier for damage amount when this entity is hit by a physics object. With a value of 0 the entity will take no damage from physics.

CAI_BaseNPC:

Target Path Corner (target) <targetname>
The path_corner that this NPC will move to after spawning.
Squad Name (squadname) <string>
NPCs that are in the same squad (i.e., have matching squad names) will share information about enemies and will take turns attacking and covering each other.
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>
Limits NPC to using specified hint group for navigation requests. Does not limit local navigation.
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
Wake Radius (wakeradius) <float>
Auto-wake if player comes within this distance.
Wake Squad (wakesquad) <boolean>
Wake all of the NPCs squadmates if the NPC is woken.
Enemy Filter (enemyfilter) <targetname>
Filter entity to test targets against.
Ignore unseen enemies (ignoreunseenenemies) <boolean>
Prefers visible enemies, regardless of distance or relationship priority.

DamageFilter:

Damage Filter (damagefilter) <targetname>
Name of the filter_damage_type entity that controls which entities can damage us.

Flags

Check LOS : [65536]
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 6,000 units 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]
Note.pngNote:This flag is disabled in Half-Life 2: Episode One Half-Life 2: Episode Two episodic for player companions, because the StartScripting input does this.
Don't drop weapons : [8192]
Ignore player push : [16384] (in all games since Source 2006)
Entity won't give way to player.


Inputs

TurnOn
Turn on Launcher
TurnOff
Turn off Launcher
LOSCheckOn
Start checking line of sight before firing
LOSCheckOff
Stop checking line of sight before firing
SetEnemyEntity
Set entity I should attack. Ignores visibility. (output from other entity only)
ClearEnemyEntity
Clear set enemy enemy
FireOnce
Fire Once (if have enemy)
BaseNPC inputs 

CAI_BaseNPC:

ActivateSpeedModifier  !FGD
DisableSpeedModifier  !FGD
Break
Smash into pieces. If this is not possible, disappear.
BecomeRagdoll  (in all games since Half-Life 2: Episode Two)
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 Half-Life 2: Episode One)
Force the NPC to use a dynamic interaction with another NPC. Syntax is <targetname> <dynamic interaction>.
ForgetEntity <targetnameRedirectInput/string>
Clears out the NPC's knowledge of a named entity.
UpdateEnemyMemory  (in all games since Half-Life 2: Episode One)
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 Half-Life 2: Episode One)
UnholsterWeapon  (in all games since Half-Life 2: Episode One)
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 Half-Life 2: Episode One)
Same as HolsterWeapon, except the weapon is destroyed once it has been concealed.
IgnoreDangerSounds <floatRedirectInput/float>
Ignore danger sounds for the specified number of seconds.
InsideTransition  !FGD
OutsideTransition  !FGD
SetBodyGroup <integerRedirectInput/integer>
HACK: Sets this NPC's body group (from 0–n).
SetEnemyFilter <stringRedirectInput/string>
SetHealth <integerRedirectInput/integer>
Set the NPC's health.
SetMaxLookDistance <floatRedirectInput/float> (only in Garry's Mod)
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 disposition are:
  • D_HT: Hate
  • D_FR: Fear
  • D_LI: Like
  • D_NU: Neutral
SetSquad <stringRedirectInput/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 <floatRedirectInput/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:

SetDamageFilter <stringRedirectInput/string>
Sets the entity to use as damage filter. Pass in an empty string (no parameter) to clear the damage filter.

Outputs

OnLaunch
!activator = enemy launched at
!caller = this entity
Fires when missile is launched.
BaseNPC Outputs
OnDamaged
Fired when this NPC takes damage (!activator is the damage inflictor).
OnDamagedByPlayer
Fired when this NPC is hurt by a player (!activator is the attacker or vehicle driver [if friendly fire]).
OnDamagedByPlayerSquad
Fired when this NPC is hurt by a player OR by one of the player's squadmates (!activator is the attacker or vehicle driver [if friendly fire]).
OnDeath
Fired when this NPC is killed (!activator is the killer).
OnDenyCommanderUse
Fired when this NPC has refused to join the player's squad.
OnForcedInteractionAborted
Fired when the NPC aborts a forced interaction for some reason (target NPC died, couldn't be pathed to, etc.).
OnForcedInteractionStarted
Fired when the NPC starts a forced interaction.
OnForcedInteractionFinished
"NPCs in actbusies can no longer perform dynamic interactions."
Todo: What does this mean?
OnHalfHealth
Fired when this NPC reaches half of its maximum health.
OnHearCombat
Fired when this NPC hears combat sounds.
OnHearPlayer
Fired when this NPC hears the player.
OnHearWorld
Fired when this NPC hears a sound (other than combat or the player).
OnFoundEnemy <targetname*RedirectOutput/ehandle>
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 <targetname*RedirectOutput/ehandle>
Fired when this NPC establishes line of sight to its enemy, and that enemy is a player.
OnLostPlayer
Fired when this NPC loses its enemy, and that enemy was a player. Usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy.
OnLostPlayerLOS
Fired when this NPC loses line of sight to its enemy, and that enemy is a player.
OnSleep
Fired when this NPC enters a sleep state.
OnWake
Fired when this NPC comes out of a sleep state.