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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* '''additionalequipment''' | * '''additionalequipment''' |
Revision as of 19:52, 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
- PlayerCompanion:
- Always transition (AlwaysTransition) <boolean> (in all games since
)
- This NPC will always teleport to a Player Squad Transition Point if they're not within the trigger_transition.
- Prevent picking up weapons? (DontPickupWeapons) <boolean> (in all games since
)
- This NPC will NOT be allowed to pick up weapons they find on the ground.
- Is this a vital ally? (GameEndAlly) <boolean> (in all games since
)
- This NPC will cause the game to end if killed.
- 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
6,000
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.
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
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:
- 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