Npc barney: 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.
Note:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.
		
	
| m (added a small joke.) | m (Added link to russian article) | ||
| Line 68: | Line 68: | ||
| * '''{{ep1 add|OnPlayerUse}}''' | * '''{{ep1 add|OnPlayerUse}}''' | ||
| : Fires when a player +USEs Barney | : Fires when a player +USEs Barney | ||
| {{otherlang:en}} | |||
| {{otherlang:en:ru|Npc_barney_(ru)}} | |||
| [[Category:Entities]][[Category:NPCs]] | [[Category:Entities]][[Category:NPCs]] | ||
Revision as of 08:33, 16 March 2007
Entity Description
Barney Calhoun, a former security guard at Black Mesa. He owes you a beer.
 Note:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.
Note: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_barney_health
- <integer> Barney's spawn health
Keyvalues
- additionalequipment
- <choices> Weapons - Allows any weapon
- Pick one that is made to function for NPCs
- Literal Value - Description - weapon_pistol - Pistol - weapon_smg1 - SMG1 - weapon_stunstick - Stun Stick - weapon_ar2 - AR2 - 0 - Nothing 
- ExpressionOverride
- <string> Facial expression override
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 dispositionare:- D_HT: Hate
- D_FR: Fear
- D_LI: Like
- D_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:
- PlayerCompanion:
- OutsideTransition   (in all games since  ) )
- Use this input to teleport the NPC to a hint node with the "Player Squad Transition Point" hint type.
- EnableAlwaysTransition   (in all games since  ) )
- DisableAlwaysTransition   (in all games since  ) )
- If enabled, this NPC will always teleport to a Player Squad Transition Point even if they're not within the trigger_transition.
- MakeGameEndAlly   (in all games since  ) )
- MakeRegularAlly   (in all games since  ) )
- Determines whether the game should end if this character dies.
- EnableWeaponPickup   (in all games since  ) )
- DisableWeaponPickup   (in all games since  ) )
- Enables/disables weapon pickup.
- SetReadinessLow
- Set readiness to calmest state (Bored)
- SetReadinessMedium
- Set readiness to moderate (Alert)
- SetReadinessHigh
- Set readiness to highest. (Combat imminent)
- LockReadiness <float>
- Lock readiness at current setting for x seconds -1 = forever, 0 = unlock now
- SetExpressionOverride <string>
- Set facial expression override
- Set readiness to panic state (Special)
Outputs
- Template:O basenpc
- PlayerCompanion:
- OnWeaponPickup
- Fires when this NPC picks a weapon off the ground or a gun rack.
- Fires when a player +USEs Barney
