Npc citizen: Difference between revisions

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m (→‎Flags: lowercaser)
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* 1048576 : Not Commandable
* 1048576 : Not Commandable


* 2097152 : Don't use [[Speech Semaphore]]
* 2097152 : Don't use [[speech semaphore]]


* 4194304 : Random male head
* 4194304 : Random male head

Revision as of 17:32, 22 May 2006

Template:Wrongtitle

Entity Description

Citizens

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
  • 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.