Npc alyx: 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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* {{kv talknpc}} | * {{kv talknpc}} | ||
* {{kv playercompanion}} | |||
* {{kv parentname}} | * {{kv parentname}} | ||
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|- | |- | ||
| [[weapon_alyxgun]] || Alyx Gun | | [[weapon_alyxgun]] || Alyx Gun | ||
|- | |||
| [[weapon_shotgun]] || Shotgun | |||
|- | |- | ||
| 0 || Nothing | | 0 || Nothing | ||
Line 27: | Line 31: | ||
* '''model''' | * '''model''' | ||
: <studio> World model | : <studio> World model | ||
* '''{{ep1 add|DontPickupWeapons}} | |||
: If set, this NPC will not be allowed to pick up weapons they find on the ground. | |||
==Flags== | ==Flags== | ||
Line 35: | Line 42: | ||
* {{i talknpc}} | * {{i talknpc}} | ||
* {{i playercompanion | |||
* {{i parentname}} | * {{i parentname}} | ||
* '''{{ep1 add|AllowInteraction}}''' | |||
: Allow Alyx's 'hacking' AI to run. | |||
* '''{{ep1 add|DisallowInteraction}}''' | |||
: Disallow Alyx's 'hacking' AI. | |||
* '''{{ep1 add|AllowDarknessSpeech <bool>}}''' | |||
: Enables or disables Alyx's darkness speech ('where are you', etc). | |||
* '''{{ep1 add|EnterVehicle <target_destination>}}''' | |||
: Make Alyx enter the vehicle specified by name. | |||
* '''{{ep1 add|ExitVehicle}}''' | |||
: Make Alyx exit the vehicle she's in. | |||
* '''{{ep1 add|SetReadinessLow}}''' | |||
: Set readiness to calmest state (Bored) | |||
* '''{{ep1 add|SetReadinessMedium}}''' | |||
: Set readiness to moderate (Alert) | |||
* '''{{ep1 add|SetReadinessHigh}}''' | |||
: Set readiness to highest. (Combat imminent) | |||
* '''{{ep1 add|SetReadinessPanic}}''' | |||
: Set readiness to panic state (Special) | |||
* '''{{ep1 add|LockReadiness <float>}}''' | |||
: Lock readiness at current setting for x seconds -1 = forever, 0 = unlock now | |||
==Outputs== | ==Outputs== | ||
* {{o basenpc}} | * {{o basenpc}} | ||
* '''{{ep1 add|OnFinishInteractWithObject}}''' | |||
: Fires when Alyx finishes interacting with an object (usually hacking it). | |||
* '''{{ep1 add|OnPlayerUse}}''' | |||
: Fires when a player +USEs Alyx. | |||
[[Category:Entities]][[Category:NPCs]] | [[Category:Entities]][[Category:NPCs]] |
Revision as of 23:49, 5 August 2006
Entity Description
Alyx Vance is arguably Half-Life 2's lead character besides Gordon. She has no known special abilities, though there are orphaned dive/roll animations in her model, and she can wield the 'alyxgun'.

Keyvalues
- additionalequipment
- <choices> Weapons
Literal Value Description weapon_alyxgun Alyx Gun weapon_shotgun Shotgun 0 Nothing
- model
- <studio> World model
- If set, this NPC will not be allowed to pick up weapons they find on the ground.
Flags
Inputs
- TalkNPC:
- SpeakResponseConcept <string > (in all games since
)
- Speak the specified response concept immediately.
BaseNPC inputs
CAI_BaseNPC:
- ActivateSpeedModifier !FGD
- DisableSpeedModifier !FGD
- Break
- Smash into pieces. If this is not possible, disappear.
- BecomeRagdoll (in all games since
)
- Remove itself and instantly become a ragdoll with zero force (just go limp). OnDeath, etc. outputs will NOT be fired.
- ForceInteractionWithNPC <string> <string> (in all games since
)
- Force the NPC to use a dynamic interaction with another NPC. Syntax is <targetname> <dynamic interaction>.
- ForgetEntity <targetname >
- Clears out the NPC's knowledge of a named entity.
- UpdateEnemyMemory (in all games since
)
- Update (or create) this NPC's memory of of the given entity.
- GagEnable
- GagDisable
- Gagged NPCs won't speak (or moan, caw, etc.) unless made to be a choreographed scene.
- HolsterWeapon (in all games since
)
- UnholsterWeapon (in all games since
)
- Force the NPC to holster or unholster their weapon. Ignored if the NPC is scripting or if the NPC doesn't use weapons.
- HolsterAndDestroyWeapon (in all games since
)
- Same as
HolsterWeapon
, except the weapon is destroyed once it has been concealed.
- IgnoreDangerSounds <float >
- Ignore danger sounds for the specified number of seconds.
- InsideTransition !FGD
- OutsideTransition !FGD
- SetBodyGroup <integer >
- HACK: Sets this NPC's body group (from 0–n).
- SetEnemyFilter <string >
- SetHealth <integer >
- Set the NPC's health.
- SetRelationship <string|targetname or classname> <string|disposition> <int|rank>
- Changes whether this NPC likes or dislikes certain others. Used like the ai_relationship entity, with this NPC as the subject.
- Values for
disposition
are:D_HT
: HateD_FR
: FearD_LI
: LikeD_NU
: Neutral
- SetSquad <string >
- Change the name of this NPC's squad. Leaving the parameter blank will remove the NPC from any existing squad.
- StartScripting
- StopScripting
- Enter/exit scripting state, where NPCs ignore a variety of stimulus that would make them break out of their scripts. They ignore danger sounds, ignore +Use, don't idle speak or respond to other NPCs' idle speech, and so on.
- Wake
- Wakes up the NPC if it is sleeping.
CBaseCombatCharacter:
- KilledNPC !FGD
- Tells the entity it killed something. Despite the name, this can include a player. This input will be automatically sent by the victim when they die.
- physdamagescale <float >
- Scales damage energy when this character is hit by a physics object. With a value of 0 the NPC will take no damage from physics.
DamageFilter:
- {{i playercompanion
- Template:I parentname
- Template:Ep1 add
- Allow Alyx's 'hacking' AI to run.
- Disallow Alyx's 'hacking' AI.
- Enables or disables Alyx's darkness speech ('where are you', etc).
- Make Alyx enter the vehicle specified by name.
- Make Alyx exit the vehicle she's in.
- Set readiness to calmest state (Bored)
- Set readiness to moderate (Alert)
- Set readiness to highest. (Combat imminent)
- Set readiness to panic state (Special)
- Lock readiness at current setting for x seconds -1 = forever, 0 = unlock now
Outputs
- Fires when Alyx finishes interacting with an object (usually hacking it).
- Fires when a player +USEs Alyx.