Npc mossman: Difference between revisions
		
		
		
		
		
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Note:Code comment: Dr. Judith Mossman, stalwart heroine, doing what is right in the face of near certain doom, all while fighting off the clumsy advances of her misogynistic colleagues[1].
Code:NPC capabilities 
		
	
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{{  | {{LanguageBar}}{{hl2 topicon}}  | ||
{{  | {{CD|CNPC_Mossman|base=CAI_PlayerAlly|file1=npc_mossman.cpp}}  | ||
[[File:Mossman.jpg|250px|right|link=|thumb|The model used in '''[[Half-Life 2]]'''.]]  | [[File:Mossman.jpg|250px|right|link=|thumb|The model used in '''[[Half-Life 2]]'''.]]  | ||
[[File:Mossman_ep1.png|250px|right|link=|thumb|The model used since '''[[Episode One]]''', including in '''[[Source 2013]]'''.]]  | [[File:Mossman_ep1.png|250px|right|link=|thumb|The model used since '''[[Episode One]]''', including in '''[[Source 2013]]'''.]]  | ||
{{this is a|model entity|name=npc_mossman|game=Half-Life 2 series}}  | |||
{{this is a|  | |||
{{note|Code comment: Dr. Judith Mossman, stalwart heroine, doing what is right in the face of near certain doom, all while fighting off the clumsy advances of her misogynistic colleagues{{cite|1}}.}}  | |||
Dr. Judith Mossman, stalwart heroine, doing what is right in the face of near certain doom, all while fighting off the clumsy advances of her misogynistic colleagues{{  | {{codenote|[[CapabilitiesAdd|NPC capabilities]] <code>bits_CAP_MOVE_GROUND {{!}} bits_CAP_OPEN_DOORS {{!}} bits_CAP_ANIMATEDFACE {{!}} bits_CAP_TURN_HEAD {{!}} bits_CAP_FRIENDLY_DMG_IMMUNE</code> }}  | ||
==Keyvalues==  | == Keyvalues ==  | ||
{{KV Targetname}}  | |||
{{KV Model|spawn model=models/mossman.mdl}}  | |||
{{KV BaseNPC}}  | {{KV BaseNPC}}  | ||
| Line 20: | Line 22: | ||
{{O BaseNPC}}  | {{O BaseNPC}}  | ||
{{clr}}  | |||
{{References|1=  | |||
{{citation  | |||
| cite id = 1  | |||
| title = npc_mossman.cpp, "Purpose" block description  | |||
| access-date = 31 July, 2025  | |||
}}  | |||
}}  | |||
[[Category:Half-Life 2 NPCs|M]]  | [[Category:Half-Life 2 NPCs|M]]  | ||
Latest revision as of 15:23, 31 July 2025
| CNPC_Mossman | 
The model used in Half-Life 2.
  npc_mossman  is a   model entity  available in 
 Half-Life 2 series.
bits_CAP_MOVE_GROUND | bits_CAP_OPEN_DOORS | bits_CAP_ANIMATEDFACE | bits_CAP_TURN_HEAD | bits_CAP_FRIENDLY_DMG_IMMUNE 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 
- World Model (model) <model path> !FGD[ Edit ]
 - This entity's model is set to: 
models/mossman.mdlon spawn so specifying this keyvalue will have no effect. 
| 
 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
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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References
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