Template:I BaseCombine: Difference between revisions
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{{ScrollBox|title=BaseCombine|noscroll=true| | {{ScrollBox|title=BaseCombine|noscroll=true| | ||
{{ | {{I|LookOn|See normally.}} | ||
{{ | {{I|LookOff|Don't see for myself, use other squad member's eyes.}} | ||
{{ | {{I|StartPatrolling|Patrol whenever I'm idle or alert.}} | ||
{{ | {{I|StopPatrolling|Stop patrolling when I'm idle or alert.}} | ||
{{ | {{I|ThrowGrenadeAtTarget|param=targetname|Throw a grenade at the specified target.}} | ||
{{ | {{I|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}} |
Latest revision as of 12:52, 21 April 2025
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
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: