Npc cscanner: Difference between revisions
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Note:Maps starting with d3_c17 do not spawn regular scanners, but shield scanners. See npc_clawscanner for the Episode One alternative.
Note:NPC modders should consider condensing the ShouldInspect, OnlyInspectPlayers, and NeverInspectPlayers keyvalues into one keyvalue, but still leave the old ones for backwards compatibility.
Note:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.
(categorization, formatting) |
(corrected scout scanner information) |
||
Line 41: | Line 41: | ||
* 65536 : No Dynamic Light | * 65536 : No Dynamic Light | ||
* 131072 : Strider Scout Scanner | * 131072 : Strider Scout Scanner | ||
: This scanner moves | : This scanner moves slower, blinds the player longer, scares ally npcs, and updates [[npc_strider]] when photographing an enemy. | ||
==Inputs== | ==Inputs== |
Revision as of 19:52, 28 July 2015
Template:Otherlang2 Template:Hl2 point
A Combine scanner. The default model is used for surveillance and scouting, while the shield scanner model has more military applications, like enemy distraction (through blinding) and bounding mine deployment. When the Scanner photographs a character, that character's location is reported to nearby Combine forces.
- This is a flying NPC that uses info_node_air, info_node_air_hint or path_tracks for AI navigation.



Dedicated Console Variables
- g_debug_cscanner <bool>
- (Default: 0).
- sk_scanner_dmg_dive <integer>
- When this scanner hits another entity that isn't a scanner, it will damage the entity by this value (Default: 25).
- sk_scanner_health <integer>
- A scanner's spawn health (Default: 30).
Keyvalues
CBaseCombatCharacter:
CAI_BaseNPC:
DamageFilter:
|
- SpotlightDisabled ([todo internal name (i)]) <boolean>
- Start with the scanner's spotlight turned off.
- Only Inspect Players ([todo internal name (i)]) <boolean>
- The scanner will inspect the player and ignore other NPCs.
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 : No Dynamic Light
- 131072 : Strider Scout Scanner
- This scanner moves slower, blinds the player longer, scares ally npcs, and updates npc_strider when photographing an enemy.
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:
- DisableSpotlight
- InspectTargetPhoto <target_name_or_class>
- Tells the scanner to photograph the given entity, named by classname or by target name. !activator or !player works here also.
- InspectTargetSpotlight <target_name_or_class>
- Tells the scanner to spotlight the given entity, named by classname or by target name. !activator or !player works here also.
- SetFlightSpeed <integer >
- Sets the flight speed of the scanner.
- InputShouldInspect <boolean >
- Set whether should inspect or not.
- SetFollowTarget <target_name_or_class>
- Set target to follow until told otherwise.
- ClearFollowTarget
- Stop following our target
- SetDistanceOverride <float >
- Override the distance the scanner will attempt to keep between inspection targets and itself.
- DeployMine
- Drop landmine (if carrying one).
- EquipMine
- Equip with landmine.
Outputs
|
- OnPhotographPlayer
- Fired any time the scanner takes a picture of the player (!activator is the player.).
- OnPhotographNPC
- Fired any time the scanner takes a picture of an NPC (!activator is the NPC).