Npc bullseye: Difference between revisions
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Note:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.
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== Keyvalues == | == Keyvalues == | ||
{{KV BaseNPC}} | |||
{{KV|Health|int|Unlike other NPCs level designers are allowed to set the health on bullseyes.}} | |||
== Flags == | == Flags == | ||
{{Fl BaseNPC}} | |||
* 65536 : Not Solid | * 65536 : Not Solid | ||
* 131072 : Take No Damage | * 131072 : Take No Damage | ||
* 262144 : Enemy Damage Only | * 262144 : Enemy Damage Only | ||
* 524288 : Bleed | * 524288 : Bleed | ||
* 1048576 : Perfect Accuracy — an NPC attacking the bullseye will do so with perfect accuracy | * 1048576 : Perfect Accuracy — an NPC attacking the bullseye will do so with perfect accuracy | ||
* 2097152 : Collide against physics objects (Creates VPhysics Shadow | |||
* | |||
== Inputs == | == Inputs == | ||
{{I BaseNPC}} | |||
== Outputs == | == Outputs == | ||
{{O BaseNPC}} | |||
{{IO|OnTargeted|Fires when targeted. {{activator|activator}} & {{caller|caller}}}} | |||
{{IO|OnReleased|Fires when no longer targeted. {{activator|activator}} & {{caller|caller}}}} | |||
<!-- SDK nuts was closed. When (and if) this tutorial is ported to the VDC, provide the link to it. If the tutorial is posted in another site earlier than that, please link to that site. | <!-- SDK nuts was closed. When (and if) this tutorial is ported to the VDC, provide the link to it. If the tutorial is posted in another site earlier than that, please link to that site. |
Revision as of 13:28, 4 February 2012
Entity description
npc_bullseyes act as targets for other NPCs to attack a non-NPC object. In order to get an NPC to attack the location of a bullseye, use an ai_relationship to make the attacking NPC hate the bullseye.

Keyvalues
CBaseCombatCharacter:
CAI_BaseNPC:
DamageFilter:
|
- Health ([todo internal name (i)]) <integer>
- Unlike other NPCs level designers are allowed to set the health on bullseyes.
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
6,000
units 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 : Not Solid
- 131072 : Take No Damage
- 262144 : Enemy Damage Only
- 524288 : Bleed
- 1048576 : Perfect Accuracy — an NPC attacking the bullseye will do so with perfect accuracy
- 2097152 : Collide against physics objects (Creates VPhysics Shadow
Inputs
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
disposition
are: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:
Outputs
|
- OnTargeted
- Fires when targeted. (!activator is the activator) & Template:Caller
- OnReleased
- Fires when no longer targeted. (!activator is the activator) & Template:Caller