Template:I BaseHelicopter: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
mNo edit summary
Line 1: Line 1:
{{minititle=BaseHelicopter}}
{{minititle|BaseHelicopter}}
{{IO|MoveTopSpeed|The helicopter will immediately move at top speed toward its current goal, or in its current orientation if it's on top of its goal.}}
{{IO|MoveTopSpeed|The helicopter will immediately move at top speed toward its current goal, or in its current orientation if it's on top of its goal.}}
{{IO|ChangePathCorner|param=targetname|Tell the helicopter to move to a path corner on a new path.}}
{{IO|ChangePathCorner|param=targetname|Tell the helicopter to move to a path corner on a new path.}}

Revision as of 03:38, 6 September 2024

BaseHelicopter:

MoveTopSpeed
The helicopter will immediately move at top speed toward its current goal, or in its current orientation if it's on top of its goal.
ChangePathCorner <targetname>
Tell the helicopter to move to a path corner on a new path.
SelfDestruct
Self Destruct.
Activate
Activate. Use to wake up a helicopter that spawned with the 'Await Input' spawnflag on.
SetTrack <targetname>
Set a track for the helicopter to adhere to. The helicopter will do nothing if it's on the same path, and will move to the closest point on the specified track if it's on a different path.
FlyToSpecificTrackViaPath <targetname>
The helicopter will first fly to the closest point on the path if it's on a different path. Then it'll fly along the path to the specified track point.
FlyToPathTrack <targetname>
The helicopter will fly to the given path_track.
StartPatrol
Start patrolling back and forth along the current track.
StopPatrol
Stop patrolling back and forth along the track. This will cause the helicopter to come to rest at the track which he's currently flying toward.
ChooseFarthestPathPoint
When tracking an enemy, choose the point on the path furthest from the enemy, but still in firing range.
ChooseNearestPathPoint
When tracking an enemy, choose the point on the path nearest from the enemy.
StartBreakableMovement
The helicopter is now allowed to disobey direct commands to go to particular points if it senses an enemy. It will move to the closest point (or farthest point, if ChooseFarthestPathPoint is used), on the path if it senses an enemy.
StopBreakableMovement
The helicopter can no longer disobey direct commands. It will continue to fly along it's patrol path or to it's specified target even if it senses an enemy.