Template:KV BaseNPC: Difference between revisions

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{{KV|Enemy Filter|intn=enemyfilter|targetname|[[Filter]] entity to test targets against.}}
{{KV|Enemy Filter|intn=enemyfilter|targetname|[[Filter]] entity to test targets against.}}
{{KV|Ignore unseen enemies|intn=ignoreunseenenemies|bool|Prefers visible enemies, regardless of distance or relationship priority.}}
{{KV|Ignore unseen enemies|intn=ignoreunseenenemies|bool|Prefers visible enemies, regardless of distance or relationship priority.}}
{{KV|Physics Impact Damage Scale|intn=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.}}
{{KV DamageFilter}} }}
{{KV DamageFilter}} }}

Revision as of 10:01, 25 September 2024

BaseNPC keyvalues

Template:KV CBaseCombatCharacter 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.