Template:I BaseNPC: Difference between revisions
		
		
		
		
		
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{{  | {{LanguageBar}}[[Category:Input_Templates|BaseNPC]]  | ||
<onlyinclude>{{  | <onlyinclude>{{expandBox|title=BaseNPC inputs|  | ||
{{minititle|CAI_BaseNPC}}  | {{minititle|CAI_BaseNPC}}  | ||
{{  | {{I|ActivateSpeedModifier|nofgd=1}}  | ||
{{  | {{I|DisableSpeedModifier|nofgd=1}}  | ||
{{  | {{I|Break|Smash into pieces. If this is not possible, disappear.}}  | ||
{{  | {{I|BecomeRagdoll|Remove itself and instantly become a [[ragdoll]] with zero force (just go limp). OnDeath, etc. outputs will <strong>NOT</strong> be fired.|since={{ep2}}}}  | ||
{{  | {{I|ForceInteractionWithNPC  <[[string]]> <[[string]]>|Force the NPC to use a dynamic interaction with another NPC. Syntax is <tt><[[targetname]]> <dynamic interaction></tt>.|since={{ep1}}}}  | ||
{{  | {{I|ForgetEntity|Clears out the NPC's knowledge of a named entity.|param=targetname}}  | ||
{{  | {{I|UpdateEnemyMemory|Update (or create) this NPC's memory of of the given entity.|since={{ep1}}}}  | ||
{{  | {{I|GagEnable}}  | ||
{{  | {{I|GagDisable|Gagged NPCs won't speak (or moan, caw, etc.) unless made to be a choreographed scene.}}  | ||
{{  | {{I|HolsterWeapon|since={{ep1}}}}  | ||
{{  | {{I|UnholsterWeapon|Force the NPC to holster or unholster their weapon. Ignored if the NPC is scripting or if the NPC doesn't use weapons.|since={{ep1}}}}  | ||
{{  | {{I|HolsterAndDestroyWeapon|Same as <code>HolsterWeapon</code>, except the weapon is destroyed once it has been concealed.|since={{ep1}}}}  | ||
{{  | {{I|IgnoreDangerSounds|Ignore danger sounds for the specified number of seconds.|param=float}}  | ||
{{  | {{I|InsideTransition|nofgd=1}}  | ||
{{  | {{I|OutsideTransition|nofgd=1}}  | ||
{{  | {{I|SetBodyGroup|HACK: Sets this NPC's body group (from 0–n).|param=int}}  | ||
{{  | {{I|SetEnemyFilter|param=string}}  | ||
{{  | {{I|SetHealth|Set the NPC's health.|param=int}}{{#ifeq: base | {{{branch|base}}} |  | ||
{{  | {{I|SetMaxLookDistance|Sets the maximum look distance for the NPC. Defaults are 2048 and 6000 for long range NPCs.|param=float|only={{GMOD}}}} }}  | ||
{{  | {{I|SetRelationship <[[string]]{{!}}[[targetname]] or [[classname]]> <[[string]]{{!}}disposition> <[[int]]{{!}}rank>|Changes whether this NPC likes or dislikes certain others. Used like the {{ent|ai_relationship}} entity, with this NPC as the subject.  | ||
: Values for <code>disposition</code> are:  | : Values for <code>disposition</code> are:  | ||
:* <code>D_HT</code>: Hate  | :* <code>D_HT</code>: Hate  | ||
| Line 27: | Line 27: | ||
:* <code>D_LI</code>: Like  | :* <code>D_LI</code>: Like  | ||
:* <code>D_NU</code>: Neutral}}  | :* <code>D_NU</code>: Neutral}}  | ||
{{  | {{I|SetSquad|Change the name of this NPC's [[Squads|squad]]. Leaving the parameter blank will remove the NPC from any existing squad.|param=string}}  | ||
{{  | {{I|StartScripting}}  | ||
{{  | {{I|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 {{ent|use|alt=+Use}}, don't idle speak or respond to other NPCs' idle speech, and so on.}}  | ||
{{  | {{I|Wake|Wakes up the NPC if it is sleeping.}}  | ||
{{I BaseCombatCharacter}}  | {{I BaseCombatCharacter}}  | ||
{{I DamageFilter}} }}</onlyinclude>  | {{I DamageFilter}} }}</onlyinclude>  | ||
Latest revision as of 09:37, 19 March 2025
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: