Template:KV BaseNPC: Difference between revisions
		
		
		
		
		
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| Brandished (talk | contribs) m (removed redundancy) | TomEdwards (talk | contribs)  No edit summary | ||
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| {{ScrollBox|title=BaseNPC| | |||
| ; <code>target <[[targetname]]></code> | |||
| : The [[path_corner]] that this NPC will move to after spawning. | |||
| ; <code>squadname <[[string]]></code> | |||
| : <string> NPCs that are in the same [[squads|squad]] (i.e. have matching squad names) will share information about enemies, and will take turns attacking and covering each other. | |||
| ; <code>hintgroup <string></code> | |||
| : [[Hintgroup|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. | |||
| ; <code>hintlimiting <[[bool]]></code> | |||
| : Limits NPC to using specified hint group for navigation requests, but does not limit local navigation. | |||
| ; <code>sleepstate <choices></code> | |||
| : Holds the NPC in stasis until specified condition. See also 'Wake Radius' and 'Wake Squad'. | |||
| :* 0:  None | |||
| :* 1: Waiting for threat | |||
| :* 2: Waiting for PVS | |||
| :* 3: Waiting for input, ignore PVS | |||
| :* {{EP1 add|4: Auto PVS}} | |||
| :* {{EP1 add|5: Auto PVS after PVS}} | |||
| ; <code>wakeradius <float></code> | |||
| : Auto-wake if player within this distance | |||
| ; <code>wakesquad <bool></code> | |||
| : Wake all of the NPCs squadmates if the NPC is woken | |||
| ; <code>physdamagescale <float></code> | |||
| : 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. | |||
| ; <code>disablereceiveshadows <bool></code> | |||
| : Disable Receiving Shadows <!-- Where is this /supposed/ to be? --> | |||
| {{KV Targetname}} | {{KV Targetname}} | ||
| {{KV Angles}} | |||
| {{KV RenderFields}} | |||
| {{KV DamageFilter}} | |||
| {{KV ResponseContext}} | |||
| {{KV Shadow}} | |||
| }} | |||
Revision as of 08:57, 19 July 2009
BaseNPC:
- target <targetname>
- The path_corner that this NPC will move to after spawning.
- squadname <string>
- <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.
- hintgroup <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.
- hintlimiting <bool>
- 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'.
- wakeradius <float>
- Auto-wake if player within this distance
- wakesquad <bool>
- 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.
- disablereceiveshadows <bool>
- Disable Receiving Shadows
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentnameortarget).
 Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- 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 
- 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.
DamageFilter:
- Damage Filter (damagefilter) <targetname>
- Name of the filter_damage_type entity that controls which entities can damage us.
ResponseContext:
- Response Contexts (ResponseContext) <string>
- Pre-defined response system context{s} for this entity. Format is key:value,key:value,...When this entity speaks, the list of keys & values will be passed to the response rules system.
Shadow:
- Disable Shadows (disableshadows) <boolean>
- Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a prop_static. Does not affect shadow mapping.
- Disable Receiving Shadows (disablereceiveshadows) <boolean>
- Prevent the entity from receiving dynamic shadows on itself.
- Shadow Cast Distance (shadowcastdist) <integer> !FGD
- Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
- Disable Shadow Depth (disableshadowdepth)  <boolean> (in all games since  ) )
- Used to disable rendering into shadow depth (for projected textures) for this entity.
- Disable flashlight (disableflashlight)  <boolean> (in all games since  ) )
- Used to disable projected texture lighting and shadows on this entity.
- Projected Texture Cache (shadowdepthnocache)  <integer choices> (in all games since  ) )
- Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
- Choices - 0 : Default
- 1 : No cache - render every frame
- 2 : Cache it - render only once
 

