Npc combinegunship: Difference between revisions
		
		
		
		
		
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 Note:The gunship does not use info_node_air for navigation. It follows path_tracks exclusively! It does so quite intelligently though, so the result looks rather dynamic.
Note:The gunship does not use info_node_air for navigation. It follows path_tracks exclusively! It does so quite intelligently though, so the result looks rather dynamic.
 Note:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.
Note:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.
 Tip:Use info_target_gunshipcrash entities to suggest spectacular crashing points for defeated gunships.
Tip:Use info_target_gunshipcrash entities to suggest spectacular crashing points for defeated gunships.
		
	
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| [[Image:Combine_gunship.jpg|300px|right|Combine Gunship]] | [[Image:Combine_gunship.jpg|300px|right|Combine Gunship]] | ||
| {{hl2 point|npc_combinegunship}} | |||
| A flying Combine NPC with one main gun and the ability to track and shoot down RPGs. | A flying Combine NPC with one main gun and the ability to track and shoot down RPGs. | ||
| {{note|The gunship does '''not''' use [[info_node_air]] for navigation. It follows [[path_track]]s exclusively! It does so quite intelligently though, so the result looks rather dynamic.}} | {{note|The gunship does '''not''' use [[info_node_air]] for navigation. It follows [[path_track]]s exclusively! It does so quite intelligently though, so the result looks rather dynamic.}} | ||
| {{NPCNote}} | |||
| {{tip|Use [[info_target_gunshipcrash]] entities to suggest spectacular crashing points for defeated gunships.}} | |||
| ==Dedicated Console Variables== | ==Dedicated Console Variables== | ||
Revision as of 07:56, 2 August 2011
Template:Hl2 point A flying Combine NPC with one main gun and the ability to track and shoot down RPGs.
 Note:The gunship does not use info_node_air for navigation. It follows path_tracks exclusively! It does so quite intelligently though, so the result looks rather dynamic.
Note:The gunship does not use info_node_air for navigation. It follows path_tracks exclusively! It does so quite intelligently though, so the result looks rather dynamic. Note:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.
Note:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC. Tip:Use info_target_gunshipcrash entities to suggest spectacular crashing points for defeated gunships.
Tip:Use info_target_gunshipcrash entities to suggest spectacular crashing points for defeated gunships.
Dedicated Console Variables
- sk_gunship_burst_size <int>
- Fire off this many bullets in a burst
- sk_gunship_burst_min <float>
- ?
- sk_gunship_burst_dist <float>
- ?
- sk_gunship_health_increments <int>
- Number of times the gunship must be struck by explosive damage (multiplied for skill settings)
- g_debug_gunship <choices>
- Debug type:
- 0: Disabled
- 1: Leading
- 2: Path
- 3: Stitching
 
- sk_npc_dmg_gunship <float>
- Used by ammotype "CombineCannon"
- sk_npc_dmg_gunship_to_plr <float>
- Used by ammotype "CombineCannon"
Keyvalues
BaseHelicopter:
- Initial Speed (InitialSpeed) <string>
- The speed that the entity should try to reach as soon as it spawns
- Target path_track (target) <targetname>
- The name of a path_track that this NPC will fly to after spawning.
Flags
- 1 : Wait Till Seen
- 2 : Gag (No IDLE sounds until angry)
- 4 : Fall to ground (unchecked means *teleport* to ground)
- 8 : Drop Healthkit
- 16 : Efficient - Don't acquire enemies or avoid obstacles
- 32 : No Rotorwash
- 64 : Await Input
- 128 : Wait For Script
- 256 : Long Visibility/Shoot
- 512 : Fade Corpse
- 1024 : Think outside PVS
- 2048 : Template NPC (used by npc_maker, will not spawn)
- 4096 : No ground attack
- 8192 : Don't drop weapons
Inputs
- OmniscientOn
- Gunship knows target's location even when target is out of sight or behind cover
- OmniscientOff
- Gunship relies on normal sight functions to locate target
- BlindfireOn
- Gunship will fire at an unseen target, attempting to punch through to them
- BlindfireOff
- Gunship only fires at visible target
- SetPenetrationDepth <float>
- Set penetration depth of bullets
- SetDockingBBox
- Shrink Bounding Box
- SetNormalBBox
- Set Bounding Box to normal size
- EnableGroundAttack
- Allow the gunship to use its ground attack
- DisableGroundAttack
- Don't allow the gunship to use its ground attack
- DoGroundAttack <string>
- Causes the gunship to execute its ground attack
- BecomeInvulnerable
- Stops the gunship from taking damage, but still makes sounds effects
- BecomeVulnerable
- Makes the gunship act normally to damage
- EnableRotorSound
- DisableRotorSound
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Outputs
- OnFireCannon
- Fires when the gunship fires a cannon round
- OnFirstDamage
- Fired when the first damage is done to the gunship.
- OnSecondDamage
- Fired when the second damage is done to the gunship.
- OnThirdDamage
- Fired when the third damage is done to the gunship.
- OnFourthDamage
- Fired when the fourth damage is done to the gunship.
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