Template:I BaseNPC: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(Forwards compatability(via Template:IO) and minor changes.)
(fixed the formatting issue on BecomeRagdoll where the "(New with Source 2007)" text was in the wrong font.)
Line 17: Line 17:
{{IO|IgniteHitboxFireScale|Ignite with the given hitbox fire scale.|param=float}}
{{IO|IgniteHitboxFireScale|Ignite with the given hitbox fire scale.|param=float}}
{{IO|Break|Smash into pieces. If this is not possible, disappear.}}
{{IO|Break|Smash into pieces. If this is not possible, disappear.}}
{{IO|{{EP2 add|BecomeRagdoll}}|Remove itself and instantly become a [[ragdoll]] with zero force (just go limp). OnDeath, etc. Outputs will <strong>NOT</strong> be fired.}}
{{IO|BecomeRagdoll|Remove itself and instantly become a [[ragdoll]] with zero force (just go limp). OnDeath, etc. Outputs will <strong>NOT</strong> be fired.|since=EP2}}
;<code> StartScripting</code>
;<code> StartScripting</code>
;<code>StopScripting</code>
;<code>StopScripting</code>

Revision as of 22:41, 27 May 2018

BaseNPC:
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: Hate
  • D_FR: Fear
  • D_LI: Like
  • D_NU: Neutral
SetHealth <int>
Set the NPC's health.
Template:EP2 add
Template:EP2 add
Add to or remove from the NPC's health.
SetBodyGroup <integer>
HACK: Sets this NPC's body group (from 0 - n).
physdamagescale <float>
Scales the damage taken when this character is hit by a physics object. 0 means this feature is disabled for backwards compatibility.
Ignite
Burst into flames.
IgniteLifetime <float>
Ignite for the given number of seconds.
IgniteNumHitboxFires <integer>
Ignite with the given number of hitbox fires.
IgniteHitboxFireScale <float>
Ignite with the given hitbox fire scale.
Break
Smash into pieces. If this is not possible, disappear.
BecomeRagdoll  (in all games since Half-Life 2: Episode Two)
Remove itself and instantly become a ragdoll with zero force (just go limp). OnDeath, etc. Outputs will NOT be fired.
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 NPC's idle speech, and so on.
Assault <targetname>
Start an assault at the given rally point.
SetSquad <string>
Change the name of this NPC's squad. Leaving the parameter blank will remove the NPC from any existing squad.
Wake
Wakes up the NPC if it is sleeping.
ForgetEntity <targetname>
Clears out the NPC's knowledge of a named entity.
GagEnable
GagDisable
Gagged NPCs won't speak (or moan, caw, etc.) unless made to be a choreographed scene.
IgnoreDangerSounds <float>
Ignore danger sounds for the specified number of seconds.
HolsterWeapon (in all games since Half-Life 2: Episode One)
UnholsterWeapon (in all games since Half-Life 2: Episode One)
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 Half-Life 2: Episode One)
As HolsterWeapon, except the weapon is destroyed once it has been concealed.
ForceInteractionWithNPC <string(in all games since Half-Life 2: Episode One) <string>
Force the NPC to use a dynamic interaction with another NPC. Syntax is <targetname> <dynamic interaction>.
UpdateEnemyMemory (in all games since Half-Life 2: Episode One)
Update (or create) this NPC's memory of of the given entity.

RenderFields:

Alpha <integer 0–255>
Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its rendermode set to a number other than 0.
Color <color255>
Sets an RGB color for the entity.

DamageFilter:

SetDamageFilter <string>
Sets the entity to use as damage filter. Pass in an empty string (no parameter) to clear the damage filter.
ResponseContext:
AddContext <string>
Adds to the entity's list of response contexts. Format is <key>:<value>.
RemoveContext <string>
Remove a context from this entity's list. The name should match the key of an existing context.
ClearContext
Removes all contexts from this entity's list.

Shadow:

DisableShadow
Turn dynamic shadows off for this entity. Identical to applying  EF_NOSHADOW.
EnableShadow
Turn dynamic shadows on for this entity.
DisableReceivingFlashlight  (in all games since Portal 2)
This object will not receive light or shadows from projected textures.
EnableReceivingFlashlight  (in all games since Portal 2)
This object may receive light or shadows from projected textures.