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Info npc spawn destination: Difference between revisions

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info_npc_spawn_destination
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{{CD|CNPCSpawnDestination|file1=1}}
{{this is a|point entity|name=info_npc_spawn_destination|sprite=info_target.png}} It is a NPC spawn destination. An [[npc_template_maker]] (or another [[npc_maker]] which use templates, such as [[npc_hunter_maker]]) can optionally have these set as the destination where the [[NPC]] will spawn. If multiple info_npc_spawn_destinations exist with the same [[targetname]], one will be selected either at random, or based on the parameters of the npc_template_maker.


NPC Spawn Destination. (Consult npc_template_maker help for more info)


KEYS
{{bug|These use the HUMAN_HULL to see if a destination has enough space to spawn an NPC.  This can be problematic when used to spawn NPCs in small spaces, like [[npc_manhack|npc_manhacks]].}}


Name targetname <target_source> The name that other entities refer to this entity by.
== Keyvalues ==
{{KV Targetname}}
{{KV|Reuse Delay|intn=ReuseDelay|float|After an NPC is spawned at this destination, the delay before this destination is eligible for selection again.}}
{{KV|New NPC Name|intn=RenameNPC|string|If an NPC spawns at this destination, change that NPC's targetname to this.}}


Parent parentname <target_destination> The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent.
== Outputs ==
{{O|OnSpawnNPC|Fired when an NPC spawns at this destination.}}


Pitch Yaw Roll (Y Z X) angles <angle> This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
[[Category:AI]]
 
Reuse Delay ReuseDelay <float> After an NPC is spawned at this destination, the delay before this destination is eligible for selection again.
 
New NPC Name RenameNPC <string> If an NPC spawns at this destination, change that NPC's targetname to this.
 
 
INPUTS
 
Kill Removes this entity from the world.
 
KillHierarchy Removes this entity and all its children from the world.
 
AddOutput <string> Adds an entity I/O connection to this entity. Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>. Very dangerous, use with care.
 
FireUser1 Causes this entity's OnUser1 output to be fired.
 
FireUser2 Causes this entity's OnUser2 output to be fired.
 
FireUser3 Causes this entity's OnUser3 output to be fired.
 
FireUser4 Causes this entity's OnUser4 output to be fired.
 
SetParent <string> Changes the entity's parent in the movement hierarchy.
 
SetParentAttachment <string> Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.
 
ClearParent Removes this entity from the the movement hierarchy, leaving it free to move independently.
 
 
OUTPUTS
 
OnUser1 Fired in response to FireUser1 input.
 
OnUser2 Fired in response to FireUser2 input.
 
OnUser3 Fired in response to FireUser3 input.
 
OnUser4 Fired in response to FireUser4 input.
 
OnSpawnNPC Fired when an NPC spawns at this destination.

Latest revision as of 07:30, 6 May 2025

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C++ Class hierarchy
CNPCSpawnDestination
CPointEntity
CBaseEntity
C++ monstermaker.cpp
Info target.png

info_npc_spawn_destination is a point entity available in all Source Source games. It is a NPC spawn destination. An npc_template_maker (or another npc_maker which use templates, such as npc_hunter_maker) can optionally have these set as the destination where the NPC will spawn. If multiple info_npc_spawn_destinations exist with the same targetname, one will be selected either at random, or based on the parameters of the npc_template_maker.


Icon-Bug.pngBug:These use the HUMAN_HULL to see if a destination has enough space to spawn an NPC. This can be problematic when used to spawn NPCs in small spaces, like npc_manhacks.  [todo tested in ?]

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Reuse Delay (ReuseDelay) <float>
After an NPC is spawned at this destination, the delay before this destination is eligible for selection again.
New NPC Name (RenameNPC) <string>
If an NPC spawns at this destination, change that NPC's targetname to this.

Outputs

OnSpawnNPC
Fired when an NPC spawns at this destination.