Npc barney: Difference between revisions
		
		
		
		
		
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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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Revision as of 18:32, 19 January 2009
Entity Description
Barney Calhoun, a former security guard at Black Mesa. He owes you a beer.
Dedicated Console Variables
- sk_barney_health
 
- <integer> Barney's spawn health
 
Keyvalues
- additionalequipment
 
- <choices> Weapons - Allows any weapon
 - Pick one that is made to function for NPCs
 
Literal Value Description weapon_pistol Pistol weapon_smg1 SMG1 weapon_stunstick Stun Stick weapon_ar2 AR2 0 Nothing 
- ExpressionOverride
 
- <string> Facial expression override
 
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
- TalkNPC:
 
- SpeakResponseConcept  <string> (in all games since 
) - Speak the specified response concept immediately.
 
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.
 
- 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:
- PlayerCompanion:
 
- OutsideTransition   (in all games since 
) - Use this input to teleport the NPC to a hint node with the "Player Squad Transition Point" hint type.
 
- EnableAlwaysTransition   (in all games since 
) 
- DisableAlwaysTransition   (in all games since 
) - If enabled, this NPC will always teleport to a Player Squad Transition Point even if they're not within the trigger_transition.
 
- MakeGameEndAlly   (in all games since 
) 
- MakeRegularAlly   (in all games since 
) - Determines whether the game should end if this character dies.
 
- EnableWeaponPickup   (in all games since 
) 
- DisableWeaponPickup   (in all games since 
) - Enables/disables weapon pickup.
 
- SetReadinessLow
 
- Set readiness to calmest state (Bored)
 
- SetReadinessMedium
 
- Set readiness to moderate (Alert)
 
- SetReadinessHigh
 
- Set readiness to highest. (Combat imminent)
 
- LockReadiness <float>
 
- Lock readiness at current setting for x seconds -1 = forever, 0 = unlock now
 
- SetExpressionOverride <string>
 
- Set facial expression override
 
- SetReadinessPanic (in all games since 
) 
- Set readiness to panic state (Special)
 
Outputs
- Template:O basenpc
 - PlayerCompanion:
 
- OnWeaponPickup
 - Fires when this NPC picks a weapon off the ground or a gun rack.
 
- OnPlayerUse (in all games since 
) 
- Fires when a player +USEs Barney
 
