Npc bullseye: Difference between revisions
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Note:This entity may also use
Note:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.
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{{ | {{lang}} | ||
= | {{CD|CNPC_Bullseye|file1=1}} | ||
{{this is a|model entity|sprite=Bullseye.png|name=npc_bullseye|game=Half-Life 2 series|game1=Black Mesa}} | |||
'''npc_bullseyes''' act as targets for other [[NPC]]s to attack a non-NPC object. In order to get an NPC to attack the location of a bullseye, use an [[ai_relationship]] to make the attacking NPC hate the bullseye. | |||
{{note|This entity may also use <code>bullseye_strider_focus</code> as the classname. (Normally created by {{ent|npc_strider}}.)}} | |||
{{NPCNote}} | |||
== Keyvalues == | |||
{{KV Targetname}} | |||
{{KV|Health|intn=health|int}} | |||
{{KV|Minimum Angle|intn=minangle|string|Angle from the bullseye required for bullseye to be a valid enemy}} | |||
{{KV|Minimum Distance|intn=mindist|string|Distance from the bullseye required for bullseye to be a valid enemy}} | |||
{{KV|Autoaim Radius|intn=autoaimradius|float|Radius of autoaim influence. Use ent_autoaim <picker> to visualize.}} | |||
{{KV BaseNPC}} | |||
==Flags== | == Flags == | ||
{{Fl BaseNPC}} | |||
{{Fl|65536|Not Solid}} | |||
{{Fl|131072|Take No Damage}} | |||
{{Fl|262144|Enemy Damage Only}} | |||
{{Fl|524288|Bleed}} | |||
{{Fl|1048576|Perfect Accuracy}} | |||
:{{note|An NPC attacking the bullseye will do so with perfect accuracy.}} | |||
{{Fl|2097152|Collide against physics objects (Creates VPhysics Shadow)}} | |||
== Inputs == | |||
{{I BaseNPC}} | |||
== Outputs == | |||
{{O|OnTargeted|Fires when targeted}} | |||
{{O|OnReleased|Fires when no longer targeted}} | |||
{{O BaseNPC}} | |||
* | == See also == | ||
* {{ent|info_snipertarget}} | |||
<!-- SDK nuts was closed. When (and if) this tutorial is ported to the VDC, provide the link to it. If the tutorial is posted in another site earlier than that, please link to that site. | |||
== See also == | |||
* [http://www.sdknuts.net/akg/tutorials/wiseNPC02.asp Example of Static and Dynamic targets] | |||
--> | |||
== | |||
* | |||
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Latest revision as of 04:32, 19 May 2025


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CNPC_Bullseye |
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npc_bullseye
is a model entity available in Half-Life 2 series and
Black Mesa.
npc_bullseyes act as targets for other NPCs to attack a non-NPC object. In order to get an NPC to attack the location of a bullseye, use an ai_relationship to make the attacking NPC hate the bullseye.

bullseye_strider_focus
as the classname. (Normally created by npc_strider.)
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Health (health) <integer>
- Minimum Angle (minangle) <string>
- Angle from the bullseye required for bullseye to be a valid enemy
- Minimum Distance (mindist) <string>
- Distance from the bullseye required for bullseye to be a valid enemy
- Autoaim Radius (autoaimradius) <float>
- Radius of autoaim influence. Use ent_autoaim <picker> to visualize.
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
6,000
units 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.
- Not Solid : [65536]
- Take No Damage : [131072]
- Enemy Damage Only : [262144]
- Bleed : [524288]
- Perfect Accuracy : [1048576]
Note:An NPC attacking the bullseye will do so with perfect accuracy.
- Collide against physics objects (Creates VPhysics Shadow) : [2097152]
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
disposition
are: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
- OnTargeted
- Fires when targeted
- OnReleased
- Fires when no longer targeted
|
See also