Npc apcdriver: Difference between revisions
		
		
		
		
		
		Jump to navigation
		Jump to search
		
				
		
Note:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.
		
	
m (Robot: fixing template case.)  | 
				m (Robot: fixing template case.)  | 
				||
| Line 32: | Line 32: | ||
== Outputs ==  | == Outputs ==  | ||
* {{  | * {{O BaseNPC}}  | ||
* '''DisableFiring <float>'''  | * '''DisableFiring <float>'''  | ||
: Disables firing from happening  | : Disables firing from happening  | ||
Revision as of 19:04, 19 January 2009
Entity description
The NPC used to drive an APC vehicle (prop_vehicle_apc).
This entity has no physical representation in-game, and as such does not require specific placement in relation to its APC model.
Keyvalues
- Vehicle (vehicle) <targetname>
 - Vehicle to drive.
 
- drivermaxspeed
 
- <float> Maxspeed (percentage of vehicle's maxspeed).
 
- driverminspeed
 
- <float> MinSpeed (percentage of vehicle's maxspeed).
 
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.
 
- 65536 : No Rocket Attacks
 - 131072 : No Gun Attacks
 
Inputs
- StartFiring
 - Tell the driver to attack nearby enemies with the vehicle's weaponry (if any).
 
- StopFiring
 - Tell the driver to stop attacking nearby enemies with the vehicle's weaponry.
 
- GotoPathCorner <targetname>
 - Tell the driver to go to a specific path corner and continue from there.
 
- SetDriversMaxSpeed <float>
 
- Set the drivermaxspeed.
 
- SetDriversMinSpeed <float>
 
- Set the driverminspeed.
 
- StartForward
 
- Tell the driver to start driving.
 
- Stop
 
- Tell the driver to stop driving.
 
Outputs
- {| class="mw-collapsible mw-collapsed" style="background:rgba(0,0,0,0.05) ;float:no;margin-bottom:1em;margin-left:0;padding-right:0.5em;border:1px solid rgba(255,255,255,0.1); border-left:solid 1px #8bb9e0; padding-left:1em;"
 
|+ style="text-align:left; white-space:nowrap; font-weight:bold; color:#ddd; " | BaseNPC Outputs |
- OnDamaged
 - Fired when this NPC takes damage (!activator is the damage inflictor).
 
- OnDamagedByPlayer
 - Fired when this NPC is hurt by a player (!activator is the attacker or vehicle driver [if friendly fire]).
 
- OnDamagedByPlayerSquad
 - Fired when this NPC is hurt by a player OR by one of the player's squadmates (!activator is the attacker or vehicle driver [if friendly fire]).
 
- OnDeath
 - Fired when this NPC is killed (!activator is the killer).
 
- OnDenyCommanderUse
 - Fired when this NPC has refused to join the player's squad.
 
- OnForcedInteractionAborted
 - Fired when the NPC aborts a forced interaction for some reason (target NPC died, couldn't be pathed to, etc.).
 
- OnForcedInteractionStarted
 - Fired when the NPC starts a forced interaction.
 
- OnForcedInteractionFinished
 - "NPCs in actbusies can no longer perform dynamic interactions." Todo: What does this mean?
 
- OnHalfHealth
 - Fired when this NPC reaches half of its maximum health.
 
- OnHearCombat
 - Fired when this NPC hears combat sounds.
 
- OnHearPlayer
 - Fired when this NPC hears the player.
 
- OnHearWorld
 - Fired when this NPC hears a sound (other than combat or the player).
 
- OnFoundEnemy <targetname*>
 - Fired when this NPC establishes line of sight to its enemy.
 
- OnLostEnemy
 - Fired when this NPC loses its enemy. Usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy.
 
- OnLostEnemyLOS
 - Fired when this NPC loses line of sight to its enemy.
 
- OnFoundPlayer <targetname*>
 - Fired when this NPC establishes line of sight to its enemy, and that enemy is a player.
 
- OnLostPlayer
 - Fired when this NPC loses its enemy, and that enemy was a player. Usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy.
 
- OnLostPlayerLOS
 - Fired when this NPC loses line of sight to its enemy, and that enemy is a player.
 
- OnSleep
 - Fired when this NPC enters a sleep state.
 
- OnWake
 - Fired when this NPC comes out of a sleep state.
 
|}
- DisableFiring <float>
 
- Disables firing from happening
 
- EnableFiring <float>
 
- Enables firing to start. Firing is enabled by default