Template:KV BaseNPC: Difference between revisions

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m (Robot: fixing template case.)
m (Robot: fixing template case.)
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{{kv targetname}}
{{kv targetname}}
* {{KV Angles}}
* {{KV Angles}}
* {{kv renderfields}}
* {{KV RenderFields}}
* '''disablereceiveshadows'''
* '''disablereceiveshadows'''
: {{boolean}} Disable Recieving Shadows
: {{boolean}} Disable Recieving Shadows

Revision as of 19:52, 19 January 2009

Template:Kv targetname

Pitch Yaw Roll (Y Z X) (angles) <QAngle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
  • RenderFields:


Render Mode (rendermode) <byte choices>
Set a non-standard rendering mode on this entity.
Render Modes
  • 0: Normal
  • 1: Color
  • 2: Texture
  • 3: Glow
  • 4: Solid/Alphatest Obsolete
  • 5: Additive
  • 6: Removed, does nothing Obsolete
  • 7: Additive Fractional Frame
  • 8: Alpha Add
  • 9: World Space Glow
  • 10: Don't Render
Render FX (renderfx) <byte choices>
Various somewhat legacy alpha effects. See render effects.
Render Amount / Transparency (renderamt) <byte>
Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
Render Color (R G B) (rendercolor) <color255>
Color tint.
  • disablereceiveshadows
<boolean> Disable Recieving Shadows
  • DamageFilter:
Damage Filter (damagefilter) <targetname>
Name of the filter_damage_type entity that controls which entities can damage us.
  • target
<target_destination> If set, the name of a path corner entity that this NPC will walk to, after spawning.
<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.
<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.
<boolean> Limits NPC to using specified hint group for navigation requests, but does not limit local navigation.
  • sleepstate
<choices> Holds the NPC in stasis until specified condition. See also 'Wake Radius' and 'Wake Squad'.
Literal value Description
0 None
1 Waiting for threat
2 Waiting for PVS
3 Waiting for input, ignore PVS
(in all games since Half-Life 2: Episode One) Auto PVS (in all games since Half-Life 2: Episode One)
(in all games since Half-Life 2: Episode One) Auto PVS after PVS (in all games since Half-Life 2: Episode One)
  • wakeradius
<float> Auto-wake if player within this distance
<boolean> Wake all of the NPCs squadmates if the NPC is woken
  • 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.