Template:I BaseCombine: Difference between revisions
		
		
		
		
		
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 (Created page with "{{ScrollBox|title=BaseCombine|noscroll=true| {{IO|LookOn|See normally.}} {{IO|LookOff|Don't see for myself, use other squad member's eyes.}} {{IO|StartPatrolling|Patrol whenever ...")  | 
				 (Added input from ASW code)  | 
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{{IO|StopPatrolling|Stop patrolling when I'm idle or alert.}}  | {{IO|StopPatrolling|Stop patrolling when I'm idle or alert.}}  | ||
{{IO|ThrowGrenadeAtTarget|param=targetname|Throw a grenade at the specified target.}}  | {{IO|ThrowGrenadeAtTarget|param=targetname|Throw a grenade at the specified target.}}  | ||
{{IO|ThrowTeleportGrenadeAtTarget|param=targetname|since=AS|{{bug|Not implemented - attempting to compile will result in an unresolved external error. Most likely something from [[Half-Life 2: Episode Three|Episode Three]].}}}}  | |||
{{I RappelNPC}}  | {{I RappelNPC}}  | ||
{{I BaseNPC}}  | {{I BaseNPC}}  | ||
}}  | }}  | ||
Revision as of 01:47, 15 November 2011
BaseCombine:
- LookOn
 - See normally.
 
- LookOff
 - Don't see for myself, use other squad member's eyes.
 
- StartPatrolling
 - Patrol whenever I'm idle or alert.
 
- StopPatrolling
 - Stop patrolling when I'm idle or alert.
 
- ThrowGrenadeAtTarget <targetname>
 - Throw a grenade at the specified target.
 
- ThrowTeleportGrenadeAtTarget  <targetname> (in all games since 
) 
Bug:Not implemented - attempting to compile will result in an unresolved external error. Most likely something from Episode Three.  [todo tested in ?]
RappelNPC:
- BeginRappel
 - Start rappelling now.
 
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.
 - SetMaxLookDistance  <float> (only in 
) - Sets the maximum look distance for the NPC. Defaults are 2048 and 6000 for long range NPCs.
 
- 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 
dispositionare: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: