Template:O BaseNPC: Difference between revisions
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Note:Content moved to Rendering and studio model related KIO/Outputs for continuation of page history
Deprecated (talk | contribs) m (Added to Output Templates category) |
Kestrelguy (talk | contribs) m (added language bar. also a lot of periods.) |
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{{ | {{lang|{{FULLPAGENAME}}}}[[Category:Output Templates|BaseNPC]] | ||
{{ | {{tip|add {{para|noscroll|1}} to stop the template from scrolling. add {{para|nogames|1}} to hide OnKilled and OnFizzled.}} | ||
{{ | <onlyinclude>{{ScrollBox|title=BaseNPC|noscroll={{{noscroll|}}}| | ||
{{IO|OnDamaged|Fired when this NPC takes damage {{activator|damage inflictor}}.}} | |||
{{IO|OnDamagedByPlayer|Fired when this NPC is hurt by a player {{activator|attacker or vehicle driver [if friendly fire]}}.}} | |||
{{ | {{IO|OnDamagedByPlayerSquad|Fired when this NPC is hurt by a player OR by one of the player's squadmates {{activator|attacker or vehicle driver [if friendly fire]}}.}} | ||
{{IO|OnDeath|Fired when this NPC is killed {{activator|killer}}.}} | |||
{{ | {{IO|OnDenyCommanderUse|Fired when this NPC has refused to join the player's squad.}} | ||
{{ | {{IO|OnForcedInteractionAborted|Fired when the NPC aborts a forced interaction for some reason (target NPC died, couldn't be pathed to, etc.).}} | ||
{{IO| | |||
{{ | |||
{{IO|OnDamagedByPlayer|Fired when this NPC is hurt by a player {{activator|attacker or vehicle driver | |||
{{IO|OnDamagedByPlayerSquad|Fired when this NPC is hurt by a player OR by one of the player's squadmates {{activator|attacker or vehicle driver | |||
{{IO| | |||
{{IO| | |||
{{IO| | |||
{{IO|OnForcedInteractionStarted|Fired when the NPC starts a forced interaction.}} | {{IO|OnForcedInteractionStarted|Fired when the NPC starts a forced interaction.}} | ||
{{IO|OnForcedInteractionFinished|"NPCs in actbusies can no longer perform dynamic interactions." {{todo|What does this mean?}}}} | {{IO|OnForcedInteractionFinished|"NPCs in actbusies can no longer perform dynamic interactions." {{todo|What does this mean?}}}} | ||
{{ | {{IO|OnHalfHealth|Fired when this NPC reaches half of its maximum health.}} | ||
}} | {{IO|OnHearCombat|Fired when this NPC hears combat sounds.}} | ||
{{IO|OnHearPlayer|Fired when this NPC hears the player.}} | |||
</ | {{IO|OnHearWorld|Fired when this NPC hears a sound (other than combat or the player).}} | ||
{{IO|OnFoundEnemy|Fired when this NPC establishes line of sight to its enemy.|param=targetname}} | |||
{{IO|OnLostEnemy|Fired when this NPC loses its enemy. Usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy.}} | |||
{{IO|OnLostEnemyLOS|Fired when this NPC loses line of sight to its enemy.}} | |||
{{IO|OnFoundPlayer|Fired when this NPC establishes line of sight to its enemy, and that enemy is a player.|param=targetname}} | |||
{{IO|OnLostPlayer|Fired when this NPC loses its enemy, and that enemy was a player. Usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy.}} | |||
{{IO|OnLostPlayerLOS|Fired when this NPC loses line of sight to its enemy, and that enemy is a player.}} | |||
{{IO|OnSleep|Fired when this NPC enters a sleep state.}} | |||
{{IO|OnWake|Fired when this NPC comes out of a sleep state.}} | |||
{{#if: {{{nogames|}}} | {{O BaseEntity}} | |||
{{O BaseAnimating}} | {{O BaseEntity|l4d=1}} | |||
{{O BaseAnimating|portal2=1}} }}}}</onlyinclude> |
Revision as of 14:13, 26 May 2022

|noscroll=1
to stop the template from scrolling. add |nogames=1
to hide OnKilled and OnFizzled.BaseNPC:
- OnDamaged
- Fired when this NPC takes damage (!activator is the damage inflictor).
- OnDamagedByPlayer
- Fired when this NPC is hurt by a player (!activator is the attacker or vehicle driver [if friendly fire]).
- OnDamagedByPlayerSquad
- Fired when this NPC is hurt by a player OR by one of the player's squadmates (!activator is the attacker or vehicle driver [if friendly fire]).
- OnDeath
- Fired when this NPC is killed (!activator is the killer).
- OnDenyCommanderUse
- Fired when this NPC has refused to join the player's squad.
- OnForcedInteractionAborted
- Fired when the NPC aborts a forced interaction for some reason (target NPC died, couldn't be pathed to, etc.).
- OnForcedInteractionStarted
- Fired when the NPC starts a forced interaction.
- OnForcedInteractionFinished
- "NPCs in actbusies can no longer perform dynamic interactions." Todo: What does this mean?
- OnHalfHealth
- Fired when this NPC reaches half of its maximum health.
- OnHearCombat
- Fired when this NPC hears combat sounds.
- OnHearPlayer
- Fired when this NPC hears the player.
- OnHearWorld
- Fired when this NPC hears a sound (other than combat or the player).
- OnFoundEnemy <targetname>
- Fired when this NPC establishes line of sight to its enemy.
- OnLostEnemy
- Fired when this NPC loses its enemy. Usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy.
- OnLostEnemyLOS
- Fired when this NPC loses line of sight to its enemy.
- OnFoundPlayer <targetname>
- Fired when this NPC establishes line of sight to its enemy, and that enemy is a player.
- OnLostPlayer
- Fired when this NPC loses its enemy, and that enemy was a player. Usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy.
- OnLostPlayerLOS
- Fired when this NPC loses line of sight to its enemy, and that enemy is a player.
- OnSleep
- Fired when this NPC enters a sleep state.
- OnWake
- Fired when this NPC comes out of a sleep state.
