Npc furniture: Difference between revisions
		
		
		
		
		
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AltNames: This entity is also tied to 
		
	
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==  | {{tabs|monster_furniture|custom1=npc_furniture|custom1alt=Source Engine|goldsrc=1}}  | ||
{{CD|CNPC_Furniture|file1=1}}  | |||
{{this is a|model entity|name=npc_furniture}}  | |||
It is used when an otherwise inanimate object needs to synchronise animation with an NPC in a [[scene]] or {{ent|scripted_sequence}}. This usually means a piece of furniture like a door that an NPC needs to manipulate.    | |||
This entity is also used at the end of {{portal|1}} for the camera fly-through prior to the end-game song. Since May and June 2010, when {{hl2ep1|1}} was ported to Orange Box engine ([[Source 2009]]), the {{ent|npc_ministrider}} (an early version of {{ent|npc_hunter}}) was replaced by this entity.  | |||
{{altnames|name1=monster_furniture|misc=This was the original classname in [[GoldSrc]].}}  | |||
==Keyvalues==  | ==Keyvalues==  | ||
{{KV Targetname}}  | |||
{{KV|Model|intn=model|studio|The [[model]] this entity should appear as.}}  | |||
{{KV BaseNPC}}  | |||
==Flags==  | ==Flags==  | ||
{{Fl BaseNPC}}  | |||
==Inputs==  | ==Inputs==  | ||
{{I|DisablePlayerCollision|Disable collisions against the player.}}  | |||
{{I|EnablePlayerCollision|Enable collisions against the player.}}  | |||
{{I BaseNPC}}  | |||
==Outputs==  | ==Outputs==  | ||
{{O BaseNPC}}  | |||
[[Category:NPCs]]  | |||
Latest revision as of 03:32, 19 May 2025
| CNPC_Furniture | 
npc_furniture  is a   model entity  available in all 
 Source games.
It is used when an otherwise inanimate object needs to synchronise animation with an NPC in a scene or scripted_sequence. This usually means a piece of furniture like a door that an NPC needs to manipulate.
This entity is also used at the end of Portal for the camera fly-through prior to the end-game song. Since May and June 2010, when Half-Life 2: Episode One was ported to Orange Box engine (Source 2009), the npc_ministrider (an early version of npc_hunter) was replaced by this entity.
monster_furniture. This was the original classname in GoldSrc. Keyvalues
- Name (targetname) <string>[ Edit ]
 - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. 
parentnameortarget).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities 
- Model (model) <model path>
 - The model this entity should appear as.
 
| 
 CBaseCombatCharacter: 
 
 CAI_BaseNPC: 
 
 
 
 
 
 
 
 
 DamageFilter: 
  | 
Flags
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 
6,000units 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]
 
- Don't drop weapons : [8192]
 
- Ignore player push : [16384] (in all games since 
) - Entity won't give way to player.
 
Inputs
- DisablePlayerCollision
 - Disable collisions against the player.
 
- EnablePlayerCollision
 - Enable collisions against the player.
 
BaseNPC inputs 
CAI_BaseNPC:
- ActivateSpeedModifier !FGD
 
- DisableSpeedModifier !FGD
 
- Break
 - Smash into pieces. If this is not possible, disappear.
 
- BecomeRagdoll   (in all games since 
) - 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 
) - Force the NPC to use a dynamic interaction with another NPC. Syntax is <targetname> <dynamic interaction>.
 
- ForgetEntity <targetname>
 - Clears out the NPC's knowledge of a named entity.
 
- UpdateEnemyMemory   (in all games since 
) - 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 
) 
- UnholsterWeapon   (in all games since 
) - 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 
) - Same as 
HolsterWeapon, except the weapon is destroyed once it has been concealed. 
- IgnoreDangerSounds <float>
 - Ignore danger sounds for the specified number of seconds.
 
- InsideTransition !FGD
 
- OutsideTransition !FGD
 
- SetBodyGroup <integer>
 - HACK: Sets this NPC's body group (from 0–n).
 
- SetEnemyFilter <string>
 
- SetHealth <integer>
 - Set the NPC's health.
 - SetMaxLookDistance  <float> (only in 
) - 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 
dispositionare:D_HT: HateD_FR: FearD_LI: LikeD_NU: Neutral
 
- SetSquad <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 <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:
Outputs
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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