Npc manhack: Difference between revisions

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m (ep1 add)
m (Added default values, and a third variable. Is there a second version of this manhack?)
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{{npcnote}}
{{npcnote}}
==Dedicated Console Variables==
==Dedicated Console Variables==
* '''sk_manhack_health'''
* '''sk_manhack_health'''
: <integer> A manhack's spawn health
: <integer> A manhack's spawn health. (Default: 25)
* '''sk_manhack_melee_dmg'''
* '''sk_manhack_melee_dmg'''
: <integer> Melee damage
: <integer> Melee damage. (Default: 20)
* '''sk_manhack_v2'''
: <?> ??? (Default: 1)
 
==Keyvalues==
==Keyvalues==



Revision as of 12:36, 30 September 2006

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Entity Description

Manhack

Essentially a physics prop with AI, the Manhack does exactly what its name suggests. Can be carried and thrown by Metrocops.

Note.pngNote:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.

Dedicated Console Variables

  • sk_manhack_health
<integer> A manhack's spawn health. (Default: 25)
  • sk_manhack_melee_dmg
<integer> Melee damage. (Default: 20)
  • sk_manhack_v2
<?> ??? (Default: 1)

Keyvalues

Flags

  • 65536 : Start packed up (folded and engine off)
  • 131072 : Don't use any damage effects
  • 262144 : Use Air Nodes
  • 1048576 : No Danger Sounds

Inputs

InteractivePowerDown  (in all games since Half-Life 2: Episode One)
Shutdown this target.
  • DisableSwarm
Disable the manhack swarm behavior.
  • Unpack
Causes the manhack to stop being packed up.

Outputs

OnAlyxStartedInteraction
Fired when Alyx begins to interact with this entity.
OnAlyxFinishedInteraction
Fired when Alyx has finished interacting with this entity.