Npc enemyfinder combinecannon: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (Changed parameters of {{this is a}} to comply with the updated version. This action was performed by a bot.)
No edit summary
Line 9: Line 9:


== Keyvalues ==
== Keyvalues ==
{{KV BaseNPC}}


{{KV Parentname}}
{{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|FieldOfView|string|How far to look (1.0 = straight ahead, 0.0 = +/- 90 degrees, -1.0 = all directions)}}
{{KV|Max Search Dist|intn=MaxSearchDist|int|}}


{{KV|Min Search Dist|int|}}  
{{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|Max Search Dist|int|}}
{{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 issue time|float|Amount of time an enemy is hidden after which a 'free pass' on reaquire is granted.}}
{{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 duration|float|After granted 'free pass', the amount of time a target is allowed before reaquire.}}  
{{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 move tolerance|float| After granted 'free pass', the distance the target is allowed to move before reaquire.}}
{{KV|Player pass peek time|intn=freepass_peektime|float| How long targets in cover are allowed to peek without penalty.}}


{{KV|Player pass refill rate|float|After free pass begins expiring, how much the time the target gets back for every second they hide again.}}
{{KV|Start On|intn=StartOn|bool|}}


{{KV|Player pass peek time|float| How long targets in cover are allowed to peek without penalty.}}
{{KV BaseNPC}}


{{KV|Start On|bool|}}
{{KV Parentname}}


== Flags ==
== Flags ==
Line 35: Line 36:


== Inputs ==
== Inputs ==
{{I BaseNPC}}
{{IO|TurnOn|Turn on: Look for enemies.|}}


{{I Parentname}}
{{IO|TurnOff|Turn off: Stop looking for enemies.|}}{


{{IO|TurnOn|Turn on: Look for enemies.|}}
{I BaseNPC}}


{{IO|TurnOff|Turn off: Stop looking for enemies.|}}
{{I Parentname}}


== Outputs ==
== Outputs ==
{{O BaseNPC}}


{{IO|OnLostEnemies|Fires when the enemy finder has no enemies.
{{IO|OnLostEnemies|Fires when the enemy finder has no enemies.
Line 50: Line 50:


{{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, Half-Life 2: Episode One Half-Life 2: Episode One, Half-Life 2: Episode Two Half-Life 2: Episode Two, and Half-Life 2: Deathmatch 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.

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

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>
BaseNPC keyvalues

CBaseCombatCharacter:

Relationship (Relationship) <string> !FGD
<string|targetname or classname> <string|disposition> <int|rank>
Changes whether this entity likes or dislikes certain other things. Used like the ai_relationship entity, with this entity as the subject.
Values for disposition are:
  • D_HT: Hate
  • D_FR: Fear
  • D_LI: Like
  • D_NU: Neutral
Physics Impact Damage Scale (physdamagescale) <float>
Multiplier for damage amount when this entity is hit by a physics object. With a value of 0 the entity will take no damage from physics.

CAI_BaseNPC:

Target Path Corner (target) <targetname>
The path_corner that this NPC will move to after spawning.
Squad Name (squadname) <string>
NPCs that are in the same squad (i.e., have matching squad names) will share information about enemies and will take turns attacking and covering each other.
Hint Group (hintgroup) <string>
Hint groups are used by NPCs to restrict their hint-node searching to a subset of the map's hint nodes. Only hint nodes with matching hint group names will be considered by this NPC.
Hint Limit Nav (hintlimiting) <boolean>
Limits NPC to using specified hint group for navigation requests. Does not limit local navigation.
Sleep State (sleepstate) <choices>
Holds the NPC in stasis until specified condition. See also Wake Radius and Wake Squad.
  • 0: None
  • 1: Waiting for threat
  • 2: Waiting for PVS
  • 3: Waiting for input, ignore PVS
  • 4: Auto PVS
  • 5: Auto PVS after PVS
Wake Radius (wakeradius) <float>
Auto-wake if player comes within this distance.
Wake Squad (wakesquad) <boolean>
Wake all of the NPCs squadmates if the NPC is woken.
Enemy Filter (enemyfilter) <targetname>
Filter entity to test targets against.
Ignore unseen enemies (ignoreunseenenemies) <boolean>
Prefers visible enemies, regardless of distance or relationship priority.

DamageFilter:

Damage Filter (damagefilter) <targetname>
Name of the filter_damage_type entity that controls which entities can damage us.


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]
Note.pngNote:This flag is disabled in Half-Life 2: Episode One Half-Life 2: Episode Two episodic for player companions, because the StartScripting input does this.
Don't drop weapons : [8192]
Ignore player push : [16384] (in all games since Source 2006)
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 <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/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 <stringRedirectInput/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.
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.

See also