Ru/Npc advisor: Difference between revisions

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{{for|the lore character|[[Advisor]]}}
{{for|the lore character|{{L|Advisor}}}}
{{this is a|point entity|game=Half-Life 2: Episode Two|name=npc_advisor}} It's the sluggy, evil, worm like things that are known as [[Advisors|Combine Advisors]]. They are capable of using telekinesis to levitate multiple objects and throw them at the player, inflicting damage.  Objects are first "staged" by being flung to one of several pre-determined positions, then flung at the player one at a time, or all at once.
{{this is a|point entity|game=Half-Life 2: Episode Two|name=npc_advisor}} It's the sluggy, evil, worm like things that are known as {{L|Advisors|Combine Advisors}}. They are capable of using telekinesis to levitate multiple objects and throw them at the player, inflicting damage.  Objects are first "staged" by being flung to one of several pre-determined positions, then flung at the player one at a time, or all at once.
[[File:Advisor2.jpg|thumb|right|250px|Advisor, as seen in [[Half-Life 2: Episode Two]]]]
[[File:Advisor2.jpg|thumb|right|250px|Advisor, as seen in {{L|Half-Life 2: Episode Two}}]]
{{NPCNote}}
{{NPCNote}}


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==Dedicated Console Variables==
==Dedicated Console Variables==
;advisor_use_impact_table <[[int]]>
;advisor_use_impact_table <{{L|int}}>
: If true, advisor will use her custom impact damage table. {{todo|What does that mean?}}
: If true, advisor will use her custom impact damage table. {{todo|What does that mean?}}
;thumper_show_radius <[[int]]>
;thumper_show_radius <{{L|int}}>
: Description mentions advisors, but all it seems to do is show the effect zone of <code>[[prop_thumper]]</code>s.
: Description mentions advisors, but all it seems to do is show the effect zone of <code>{{L|prop_thumper}}</code>s.
;sk_advisor_health <[[int]]>
;sk_advisor_health <{{L|int}}>
: Defines an Advisor's Spawn Health (Default: 1000).
: Defines an Advisor's Spawn Health (Default: 1000).
;advisor_throw_velocity <[[int]]> {{todo|No longer available?}}
;advisor_throw_velocity <{{L|int}}> {{todo|No longer available?}}
: Speed at which advisor throws objects (Default: 1100).
: Speed at which advisor throws objects (Default: 1100).
;advisor_throw_rate <[[int]]> {{todo|No longer available?}}
;advisor_throw_rate <{{L|int}}> {{todo|No longer available?}}
: How often "staged" objects are thrown at the player, in seconds (Default: 4).
: How often "staged" objects are thrown at the player, in seconds (Default: 4).
;advisor_throw_warn_time <[[int]]> {{todo|No longer available?}}
;advisor_throw_warn_time <{{L|int}}> {{todo|No longer available?}}
: Warns the player this number of seconds before throwing object (Default: 1).
: Warns the player this number of seconds before throwing object (Default: 1).


==Keyvalues==
==Keyvalues==
; Levitation area <code><[[targetname]]></code>
; Levitation area <code><{{L|targetname}}></code>
: Trigger volume inside which levitated objects reside.
: Trigger volume inside which levitated objects reside.
; Levitation goal bottom <code><[[targetname]]></code>
; Levitation goal bottom <code><{{L|targetname}}></code>
: Objects will levitate at least as high as this entity.
: Objects will levitate at least as high as this entity.
; Levitation goal bottom <code><[[targetname]]></code>
; Levitation goal bottom <code><{{L|targetname}}></code>
: Objects will not levitate any higher than this entity.
: Objects will not levitate any higher than this entity.
; Staging Position Names <code><[[targetname]]></code>
; Staging Position Names <code><{{L|targetname}}></code>
: The "staging" positions that entities must move to before being thrown. Should be at least as many as are set in the "SetStagingNum".
: The "staging" positions that entities must move to before being thrown. Should be at least as many as are set in the "SetStagingNum".


;Priority name for grabbing <code><[[string]]></code>
;Priority name for grabbing <code><{{L|string}}></code>
: If any entities named this are present, the advisor will preferentially pick them up for throwing at the player.
: If any entities named this are present, the advisor will preferentially pick them up for throwing at the player.
{{KV BaseNPC}}
{{KV BaseNPC}}
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==Inputs==
==Inputs==
; <code>SetThrowRate <[[float]]></code>
; <code>SetThrowRate <{{L|float}}></code>
: Sets speed at which Advisor throws objects.
: Sets speed at which Advisor throws objects.
; <code>SetStagingNum <[[int]]></code>
; <code>SetStagingNum <{{L|int}}></code>
: Sets the number of objects that an Advisor can "stage" at a time.
: Sets the number of objects that an Advisor can "stage" at a time.
; <code>WrenchImmediate</code>
; <code>WrenchImmediate</code>
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{{O BaseNPC}}
{{O BaseNPC}}


[[Category:Half-Life 2 NPCs|A]]
{{ACategory|Half-Life 2 NPCs|A}}


==See also==
==See also==
*[[npc_combine_advisor_roaming]]
*{{L|npc_combine_advisor_roaming}}
*[[Advisor]]
*{{L|Advisor}}

Revision as of 02:59, 24 January 2025

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Информацию о the lore character, смотрите здесь Advisor(en).

npc_advisor - это точечная энтити(en), доступно для Half-Life 2: Episode Two Half-Life 2: Episode Two. It's the sluggy, evil, worm like things that are known as Combine Advisors(en). They are capable of using telekinesis to levitate multiple objects and throw them at the player, inflicting damage. Objects are first "staged" by being flung to one of several pre-determined positions, then flung at the player one at a time, or all at once.

Advisor, as seen in Half-Life 2: Episode Two(en)
Note.pngПримечание:Некоторые ключ-парамеры(en), признаки появления, признаки эффектов, входы(en) или выходы(en) могут не влиять на НИП(en) в зависимости от их функциональности и реализации исходного кода.

Bugs

This NPC does not load the advisor model by default - it must be specified by keyvalue! Without a model, a null-pointer exception is thrown. This can be fixed by editing npc_advisor.cpp.

  1. On line 376, replace SetModel( STRING( GetModelName() ) ); with SetModel( "models\advisor.mdl" );
  2. On line 1554, replace PrecacheModel( STRING( GetModelName() ) ); with PrecacheModel( "models\advisor.mdl" );

Also, advisors will not attack the player, or levitate props unless you set NPC_ADVISOR_HAS_BEHAVIOR in npc_advisor_shared.h.

Dedicated Console Variables

advisor_use_impact_table <int(en)>
If true, advisor will use her custom impact damage table.
Нужно сделать: What does that mean?
thumper_show_radius <int(en)>
Description mentions advisors, but all it seems to do is show the effect zone of prop_thumper(en)s.
sk_advisor_health <int(en)>
Defines an Advisor's Spawn Health (Default: 1000).
advisor_throw_velocity <int(en)>
Нужно сделать: No longer available?
Speed at which advisor throws objects (Default: 1100).
advisor_throw_rate <int(en)>
Нужно сделать: No longer available?
How often "staged" objects are thrown at the player, in seconds (Default: 4).
advisor_throw_warn_time <int(en)>
Нужно сделать: No longer available?
Warns the player this number of seconds before throwing object (Default: 1).

Keyvalues

Levitation area <targetname(en)>
Trigger volume inside which levitated objects reside.
Levitation goal bottom <targetname(en)>
Objects will levitate at least as high as this entity.
Levitation goal bottom <targetname(en)>
Objects will not levitate any higher than this entity.
Staging Position Names <targetname(en)>
The "staging" positions that entities must move to before being thrown. Should be at least as many as are set in the "SetStagingNum".
Priority name for grabbing <string(en)>
If any entities named this are present, the advisor will preferentially pick them up for throwing at the player.
BaseNPC keyvalues

CBaseCombatCharacter:

Relationship (Relationship) <строка(en)> Отсутствует в 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) <число с плавающей запятой(en)>
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) <целевой объект(en)>
The path_corner that this NPC will move to after spawning.
Squad Name (squadname) <строка(en)>
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) <строка(en)>
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) <булева переменная(en)>
Limits NPC to using specified hint group for navigation requests. Does not limit local navigation.
Sleep State (sleepstate) <варианты выбора>
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) <число с плавающей запятой(en)>
Auto-wake if player comes within this distance.
Wake Squad (wakesquad) <булева переменная(en)>
Wake all of the NPCs squadmates if the NPC is woken.
Enemy Filter (enemyfilter) <целевой объект(en)>
Filter entity to test targets against.
Ignore unseen enemies (ignoreunseenenemies) <булева переменная(en)>
Prefers visible enemies, regardless of distance or relationship priority.

DamageFilter:

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


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.pngПримечание: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] (Во всех играх начиная с Source 2006)
Entity won't give way to player.

Inputs

SetThrowRate <float(en)>
Sets speed at which Advisor throws objects.
SetStagingNum <int(en)>
Sets the number of objects that an Advisor can "stage" at a time.
WrenchImmediate
Immediately flings a levitated object at the player, skipping the "staging" stage.
PinPlayer
Not functional.
BeamOnr
BeamOff
Enables/Disables beam effect between Advisor and active prop.
ElightOn
ElightOff
Enables/Disables Advisor's Elight.


BaseNPC inputs 

CAI_BaseNPC:

ActivateSpeedModifier  Отсутствует в FGD!
DisableSpeedModifier  Отсутствует в FGD!
Break
Smash into pieces. If this is not possible, disappear.
BecomeRagdoll  (Во всех играх начиная с Half-Life 2: Episode Two)
Remove itself and instantly become a ragdoll with zero force (just go limp). OnDeath, etc. outputs will NOT be fired.
ForceInteractionWithNPC <string> <string>  (Во всех играх начиная с Half-Life 2: Episode One)
Force the NPC to use a dynamic interaction with another NPC. Syntax is <targetname> <dynamic interaction>.
ForgetEntity <целевой объект(en)>
Clears out the NPC's knowledge of a named entity.
UpdateEnemyMemory  (Во всех играх начиная с Half-Life 2: Episode One)
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  (Во всех играх начиная с Half-Life 2: Episode One)
UnholsterWeapon  (Во всех играх начиная с Half-Life 2: Episode One)
Force the NPC to holster or unholster their weapon. Ignored if the NPC is scripting or if the NPC doesn't use weapons.
HolsterAndDestroyWeapon  (Во всех играх начиная с Half-Life 2: Episode One)
Same as HolsterWeapon, except the weapon is destroyed once it has been concealed.
IgnoreDangerSounds <число с плавающей запятой(en)>
Ignore danger sounds for the specified number of seconds.
InsideTransition  Отсутствует в FGD!
OutsideTransition  Отсутствует в FGD!
SetBodyGroup <целое число(en)>
HACK: Sets this NPC's body group (from 0–n).
SetEnemyFilter <строка(en)>
SetHealth <целое число(en)>
Set the NPC's health.
SetMaxLookDistance <число с плавающей запятой(en)> (только в Garry's Mod)
Sets the maximum look distance for the NPC. Defaults are 2048 and 6000 for long range NPCs.
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: Hate
  • D_FR: Fear
  • D_LI: Like
  • D_NU: Neutral
SetSquad <строка(en)>
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  Отсутствует в 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 <число с плавающей запятой(en)>
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:

SetDamageFilter <строка(en)>
Sets the entity to use as damage filter. Pass in an empty string (no parameter) to clear the damage filter.

Outputs

OnPickingThrowable
Fired when Advisor begins to "stage" a throwable.
OnThrowWarn
Fired right before Advisor warns player of a throw
OnThrow
Fired when Advisor throws a throwable
OnHealthIsNow
Fired once every frame with Advisor's current health.
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."
Нужно сделать: 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 <целевой_объект*>
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 <целевой_объект*>
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