Template:KV BaseNPC: Difference between revisions

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<noinclude>{{lang|Template:KV BaseNPC}}[[Category:Keyvalue Templates|BaseNPC]]
<noinclude>{{lang|Template:KV BaseNPC}}[[Category:Keyvalue Templates|BaseNPC]]
</noinclude>{{expand|title=BaseNPC keyvalues|
</noinclude>{{expand|title=BaseNPC keyvalues|
{{KV|Relationship|Relationship|string| Changes whether this NPC likes or dislikes certain others. Used like the {{ent|ai_relationship}} entity, with this NPC as the subject. Format: <code><[[string]]{{!}}[[targetname]] or [[classname]]> <[[string]]{{!}}disposition> <[[int]]{{!}}rank></code>.
{{KV BaseCombatCharacter}}
: Values for <code>disposition</code> are:
{{minititle|CAI_BaseNPC}}
:* <code>D_HT</code>: Hate
:* <code>D_FR</code>: Fear
:* <code>D_LI</code>: Like
:* <code>D_NU</code>: Neutral|nofgd=1}}
{{KV|Target Path Corner|intn=target|targetname|The {{ent|path_corner}} that this NPC will move to after spawning.}}
{{KV|Target Path Corner|intn=target|targetname|The {{ent|path_corner}} that this NPC will move to after spawning.}}
{{KV|Squad Name|intn=squadname|string|NPCs that are in the same [[squads|squad]] (i.e., have matching squad names) will share information about enemies and will take turns attacking and covering each other.}}
{{KV|Squad Name|intn=squadname|string|NPCs that are in the same [[squads|squad]] (i.e., have matching squad names) will share information about enemies and will take turns attacking and covering each other.}}
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{{KV|Enemy Filter|intn=enemyfilter|targetname|[[Filter]] entity to test targets against.}}
{{KV|Enemy Filter|intn=enemyfilter|targetname|[[Filter]] entity to test targets against.}}
{{KV|Ignore unseen enemies|intn=ignoreunseenenemies|bool|Prefers visible enemies, regardless of distance or relationship priority.}}
{{KV|Ignore unseen enemies|intn=ignoreunseenenemies|bool|Prefers visible enemies, regardless of distance or relationship priority.}}
{{KV|Physics Impact Damage Scale|intn=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.}}
{{KV DamageFilter}} }}
{{KV DamageFilter}} }}

Latest revision as of 10:27, 25 September 2024

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.