Npc citizen: Difference between revisions
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* 1048576 : Not Commandable | * 1048576 : Not Commandable | ||
* 2097152 : Don't use [[ | * 2097152 : Don't use [[speech semaphore]] | ||
* 4194304 : Random male head | * 4194304 : Random male head |
Revision as of 17:32, 22 May 2006
Entity Description
The downtrodden citizens of City 17.
Dedicated Console Variables
- sk_citizen_health
- <integer> A citizen's spawn health
Keyvalues
- additionalequipment
- <choices> Weapons - Allows any weapon
- Pick one that is made to function for NPCs
Literal Value Description weapon_smg1 SMG1 weapon_ar2 AR2 weapon_stunstick Stun Stick weapon_crowbar Crow Bar weapon_shotgun Shotgun weapon_beerbottle Beer bottle (Not coded - Don't use) weapon_beerbottle2 Beer bottle2 (Not coded - Don't use) weapon_rpg RPG 0 Nothing
- ammosupply
- <choices> Ammo to Resupply (if spawnflag set)
Literal Value Description Pistol Pistol SMG1 SMG1 SMG1_Grenade SMG1 Grenade AR2 AR2 Buckshot Shotgun RPG_Round RPG Grenade Grenade XBowBolt Crossbow Bolt
- ammoamount
- <integer> Amount of ammo to give
- citizentype
- <choices>
Literal Value Description 0 Default 1 Downtrodden 2 Refugee 3 Rebel 4 Unique
- This variable affects the model used in-game. See model entry below.
- expressiontype
- <choices>
Literal Value Description 0 Random 1 Scared 2 Normal 3 Angry
- model
- <string/choices>
Literal Value Description models/humans/group01/male_01.mdl Male 1 models/humans/group01/male_02.mdl Male 2 models/humans/group01/male_03.mdl Male 3 models/humans/group01/male_07.mdl Male 4 models/humans/group01/male_08.mdl Male 5 models/humans/group01/male_09.mdl Male 6 models/humans/group01/female_01.mdl Female 1 models/humans/group01/female_02.mdl Female 2 models/humans/group01/female_03.mdl Female 3 models/humans/group01/female_04.mdl Female 4 models/humans/group01/female_06.mdl Female 5 models/humans/group01/female_07.mdl Female 6 models/humans/group01/male_cheaple.mdl Cheaple Male 1 models/odessa.mdl Odessa. DO NOT USE.
- If citizentype is set to 1 (downtrodden), these are the models used. Other values cause the equivalent models from models/humans/group02/ (for 2 - refugee) and models/humans/group03/ (for 3 - rebel) to be used. The changes appear only in-game and not in Hammer.
- If the Medic flag is set and the citizentype is set to 3 (rebel), the equivalent models from models/humans/group03m/ are used.
- ExpressionOverride
- <string> Facial expression override
- notifynavfailblocked
- <boolean> Fire output when Nav is blocked?
Flags
- 65536 : Follow player on spawn
- 131072 : Medic
- 262144 : Random Head
- 524288 : Ammo Resupplier
- 1048576 : Not Commandable
- 2097152 : Don't use speech semaphore
- 4194304 : Random male head
- 8388608 : Random female head
- 16777216 : Use RenderBox in ActBusies.
- This makes the collision hull surround the model rather than using the human hull. It's more computationally expensive, but necessary when ActBusies involve close proximity to other props/geometry or animate the citizens in a more dynamic way.
Inputs
- SetExpressionOverride <string>
- Set facial expression override
- StartPatrolling
- Patrol whenever I'm idle or alert.
- StopPatrolling
- Stop patrolling when I'm idle or alert.
- SetCommandable
- Make a previously uncommandable citizen commandable
- SetMedicOn
- Set the medic flag on. Will not change the model or skin of the citizen.
- SetMedicOff
- Set the medic flag off. Will not change the model or skin of the citizen.
- SetAmmoResupplierOn
- Set the ammo-resupplier flag on. Will not change the model or skin of the citizen.
- SetAmmoResupplierOff
- Set the ammo-resupplier flag off. Will not change the model or skin of the citizen.
- SetReadinessLow
- Set readiness to calmest state (Bored)
- SetReadinessMedium
- Set readiness to moderate (Alert)
- SetReadinessHigh
- Set readiness to highest. (Combat imminent)
- LockReadiness <float>
- Lock readiness at current setting for x seconds -1 = forever, 0 = unlock now
- GiveWeapon <string>
- Gives the NPC the specified weapon - excluded from FGD
- SpeakIdleResponse
- Forces the NPC to speak an idle response - excluded from FGD
New inputs for Episode One
- SetReadinessStealth
- Sneak around?
- EnterVehicle
- Enter a vehicle
- ExitVehicle
- Exit a vehicle
- EnableAlwaysTransition
- Unknown
- DisableAlwaysTransition
- Unknown
- MakeGameEndAlly
- Special case ally
- MakeRegularAlly
- Make NPC a player ally
- ActivateSpeedModifier
- Similar to Player_speedmod?
- DisableSpeedModifier
- See above
- SetSpeedmodRadius
- ?
- SetSpeedmodSpeed
- Value to modify speed to.
- HolsterWeapon
- Stow away your weapon
- UnholsterWeapon
- Take your weapon out
- ForceInteractionWithNPC
Outputs
- OnJoinedPlayerSquad
- Fires when joins player squad
- OnLeftPlayerSquad
- Fires when leaves player squad (doesn't include death or deletion)
- OnFollowOrder
- Fires when ordered to follow player
- OnStationOrder
- Fires when ordered to a location by player
- OnPlayerUse
- Fires when a player +USEs the citizen. Template:Plact
- OnNavFailBlocked
- Fires when this Citizen's movement fails because he/she is blocked by a dynamic object.