Npc apcdriver: Difference between revisions

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m (npc_apcdriver is a child of npc_vehicledriver, not BaseNPC)
m (added language bar. also some formatting.)
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{{otherlang2
{{lang|Npc apcdriver}}
|ru=Npc_apcdriver:ru
}}
{{hl2 point|npc_apcdriver}}
{{hl2 point|npc_apcdriver}}


==Entity description==
==Entity Description==
[[Image:npc_vehicledriver.png|left|link=]]
[[Image:npc_vehicledriver.png|left|link=]]
The NPC used to drive an APC vehicle ([[prop_vehicle_apc]]). {{immobile npc}}
The NPC used to drive an APC vehicle ({{ent|prop_vehicle_apc}}). {{immobile npc}}


This entity has no physical representation in-game, and as such does not require specific placement in relation to its APC model.
This entity has no physical representation in-game, and as such does not require specific placement in relation to its APC model.
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== Flags ==
== Flags ==
{{Fl VehicleDriverNPC}}
{{Fl VehicleDriverNPC}}
* 65536 : No Rocket Attacks
{{fl|65536|No Rocket Attacks|Overrides standard flag for this number{{confirm}}.}}{{bug|Does nothing in {{Src13|4}}.}}
  {{bug| Does nothing in Source 2013.}}
{{fl|131072|No Gun Attacks}}
* 131072 : No Gun Attacks


== Inputs ==
== Inputs ==
{{I VehicleDriverNPC}}
{{I VehicleDriverNPC}}
{{IO|SetDriversMaxSpeed|Set the drivermaxspeed.|param=float}}
{{IO|SetDriversMaxSpeed|Set the drivermaxspeed.|param=float}}
{{IO|SetDriversMinSpeed|Set the driverminspeed.|param=float}}
{{IO|SetDriversMinSpeed|Set the driverminspeed.|param=float}}
{{IO|StartForward|Tell the driver to start driving.}}
{{IO|StartForward|Tell the driver to start driving.}}
{{IO|Stop|Tell the driver to stop driving.}}
{{IO|Stop|Tell the driver to stop driving.}}


== Outputs ==
== Outputs ==
{{O BaseNPC}}
{{IO|DisableFiring|Disables firing from happening.|param=float}}
{{IO|DisableFiring|Disables firing from happening.|param=float}}
{{IO|EnableFiring|Enables firing to start. Firing is enabled by default.|param=float}}
{{IO|EnableFiring|Enables firing to start. Firing is enabled by default.|param=float}}
{{O BaseNPC}}


[[Category:Vehicle Entities]]
[[Category:Vehicle Entities]]
[[Category:Half-Life 2 NPCs|A]]
[[Category:Half-Life 2 NPCs|A]]

Revision as of 14:28, 29 April 2022

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Template:Hl2 point

Entity Description

Npc vehicledriver.png

The NPC used to drive an APC vehicle (prop_vehicle_apc).

This entity has no physical representation in-game, and as such does not require specific placement in relation to its APC model.

Note.pngNote:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.

Keyvalues

Vehicle (vehicle) <targetname>
Vehicle to drive.
Maxspeed (percentace of Vehicle`'s maxspeed) ([todo internal name (i)]) <float>
Minspeed (percentace of Vehicle`'s minspeed) ([todo internal name (i)]) <float>

Flags

Start Inactive : [65536]
No Rocket Attacks : [65536]
Overrides standard flag for this number[confirm].
Icon-Bug.pngBug:Does nothing in Source 2013 Source 2013.  [todo tested in ?]
No Gun Attacks : [131072]

Inputs

StartFiring
Tell the driver to attack nearby enemies with the vehicle's weaponry (if any).
StopFiring
Tell the driver to stop attacking nearby enemies with the vehicle's weaponry.
GotoPathCorner <targetnameRedirectInput/string>
Tell the driver to go to a specific path corner and continue from there.
SetDriversMaxSpeed <floatRedirectInput/float>
Set the drivermaxspeed.
SetDriversMinSpeed <floatRedirectInput/float>
Set the driverminspeed.
StartForward
Tell the driver to start driving.
Stop
Tell the driver to stop driving.

Outputs

DisableFiring <floatRedirectInput/float>
Disables firing from happening.
EnableFiring <floatRedirectInput/float>
Enables firing to start. Firing is enabled by default.
BaseNPC Outputs
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*RedirectOutput/ehandle>
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*RedirectOutput/ehandle>
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.