Npc enemyfinder combinecannon: Difference between revisions
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Note:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.
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== Keyvalues == | == Keyvalues == | ||
{{KV | {{KV|FieldOfView|intn=FieldOfView|string|How far to look (1.0 = straight ahead, 0.0 = +/- 90 degrees, -1.0 = all directions)}} | ||
{{KV|Min Search Dist|intn=MinSearchDist|int|}} | |||
{{KV| | {{KV|Max Search Dist|intn=MaxSearchDist|int|}} | ||
{{KV| | {{KV|Player pass issue time|intn=freepass_timetotrigger|float|Amount of time an enemy is hidden after which a 'free pass' on reaquire is granted.}} | ||
{{KV| | {{KV|Player pass duration|intn=freepass_duration|float|After granted 'free pass', the amount of time a target is allowed before reaquire.}} | ||
{{KV|Player pass | {{KV|Player pass move tolerance|intn=freepass_movetolerance|float| After granted 'free pass', the distance the target is allowed to move before reaquire.}} | ||
{{KV|Player pass | {{KV|Player pass refill rate|intn=freepass_refillrate|float|After free pass begins expiring, how much the time the target gets back for every second they hide again.}} | ||
{{KV|Player pass | {{KV|Player pass peek time|intn=freepass_peektime|float| How long targets in cover are allowed to peek without penalty.}} | ||
{{KV| | {{KV|Start On|intn=StartOn|bool|}} | ||
{{KV | {{KV BaseNPC}} | ||
{{KV | {{KV Parentname}} | ||
== Flags == | == Flags == | ||
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== Inputs == | == Inputs == | ||
{{ | {{IO|TurnOn|Turn on: Look for enemies.|}} | ||
{{ | {{IO|TurnOff|Turn off: Stop looking for enemies.|}}{ | ||
{ | {I BaseNPC}} | ||
{{ | {{I Parentname}} | ||
== Outputs == | == Outputs == | ||
{{IO|OnLostEnemies|Fires when the enemy finder has no enemies. | {{IO|OnLostEnemies|Fires when the enemy finder has no enemies. | ||
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{{IO|OnAcquireEnemies|Fires when the enemy finder acquires enemies.|}} | {{IO|OnAcquireEnemies|Fires when the enemy finder acquires enemies.|}} | ||
{{O BaseNPC}} | |||
==See also== | ==See also== |
Revision as of 01:31, 20 September 2024
npc_enemyfinder_combinecannon
is a point entity available in Half-Life 2,
Half-Life 2: Episode One,
Half-Life 2: Episode Two, and
Half-Life 2: Deathmatch.
Entity description
This entity is a special version of npc_enemyfinder designed to operate the func_tank_combine_cannon as part of the three-way Combine Autogun seen in Episode Two. Essentially an invisible entity manning a mounted gun, it sees the enemy and aims the tank brush at them. An example can be found in the map ep2_outland_09.
Compared to the standard npc_enemyfinder, this version includes a few additional FOV and timeout options.

Keyvalues
- FieldOfView (FieldOfView) <string>
- Min Search Dist (MinSearchDist) <integer>
- Max Search Dist (MaxSearchDist) <integer>
- Player pass issue time (freepass_timetotrigger) <float>
- Amount of time an enemy is hidden after which a 'free pass' on reaquire is granted.
- Player pass duration (freepass_duration) <float>
- After granted 'free pass', the amount of time a target is allowed before reaquire.
- Player pass move tolerance (freepass_movetolerance) <float>
- After granted 'free pass', the distance the target is allowed to move before reaquire.
- Player pass refill rate (freepass_refillrate) <float>
- After free pass begins expiring, how much the time the target gets back for every second they hide again.
- Player pass peek time (freepass_peektime) <float>
- How long targets in cover are allowed to peek without penalty.
- Start On (StartOn) <boolean>
CBaseCombatCharacter:
CAI_BaseNPC:
DamageFilter:
|
Parentname:
- Parent (parentname) <targetname>
- Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
Flags
BaseNPC flags
- Wait Till Seen : [1]
- Prevents this NPC from seeing (or being seen) until it enters a player's viewcone.
- Gag : [2]
- Won't make IDLE sounds until it's angry.
- Fall to ground (unchecked means teleport to ground) : [4]
- Drop Healthkit : [8]
- Causes this NPC to drop an item_healthvial upon dying.
- Efficient : [16]
- Don't acquire enemies or avoid obstacles
- Wait For Script : [128]
- Forces this NPC to "wait" in an idle state until it finishes playing a scripted_sequence.
- Long Visibility/Shoot : [256]
- By default, increases a NPC's sight range to
6,000
units and allows it to attack from anywhere within that distance.
- Fade Corpse : [512]
- Think outside PVS : [1024]
- Allows this NPC to run its regular AI outside of any player's PVS.
- Template NPC : [2048]
- Marks this NPC as a template for entities like npc_template_maker. The NPC will not spawn on its own. This is not needed for point_template.
- Do Alternate collision for this NPC (player avoidance) : [4096]
- Don't drop weapons : [8192]
- Ignore player push : [16384] (in all games since
)
- Entity won't give way to player.
Inputs
- TurnOn
- Turn on: Look for enemies.
- TurnOff
- Turn off: Stop looking for enemies.{
{I BaseNPC}}
Parentname:
- SetParent <string >
- Move with this entity. See Entity Hierarchy (parenting).
- SetParentAttachment <string >
- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
- SetParentAttachmentMaintainOffset <string >
- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
- ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
Outputs
- OnLostEnemies
- Fires when the enemy finder has no enemies.
- OnAcquireEnemies
- Fires when the enemy finder acquires enemies.
|
See also
- npc_enemyfinder - Normal enemyfinder entity.
Categories:
- Point entities
- Non-internal Half-Life 2 entities
- Half-Life 2 entities
- Half-Life 2 point entities
- Non-internal Half-Life 2: Episode One entities
- Half-Life 2: Episode One entities
- Half-Life 2: Episode One point entities
- Non-internal Half-Life 2: Episode Two entities
- Half-Life 2: Episode Two entities
- Half-Life 2: Episode Two point entities
- Non-internal Half-Life 2: Deathmatch entities
- Half-Life 2: Deathmatch entities
- Half-Life 2: Deathmatch point entities
- NPC entities