Npc launcher: Difference between revisions

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m (Reverted edit of CacaaLchio, changed back to last version by Beeswax)
m (Robot: fixing template case.)
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== Flags ==
== Flags ==
* {{fl basenpc}}
* {{Fl BaseNPC}}


* 65536  : Check LOS
* 65536  : Check LOS

Revision as of 19:21, 19 January 2009

Template:Wrongtitle

Entity description

Can fire rocket-propelled grenades or other missiles with many property customizations. The missiles can be made to home on a target or follow a path.

Keyvalues

  • StartOn
<boolean>
  • MissileModel
<studio>
  • LaunchSound
<sound>
  • FlySound
<sound>
  • SmokeTrail
<choices>
Literal Value Description
0 Off
1 On
2 On Homing
  • LaunchSmoke
<boolean>
  • LaunchDelay
<integer> When ON, how long to wait between each launch
  • LaunchSpeed
<float> Initial launch speed of missile (in up direction)
  • PathCornerName
<target_destination> Name of a path corner. If set launches a pathfollowing missing, rather than a homing missile
  • HomingSpeed
<float> Speed to reach when homing
  • HomingStrength
<integer> How strong in homing effect (0-100). Higher values yield sharper turning ability.
  • HomingDelay
<float> Number of seconds to delay before homing starts
  • HomingRampUp
<float> Number of seconds it takes to reach full homing strength after homing delay
  • HomingDuration
<float> Number of seconds the homing effect lasts
  • HomingRampDown
<float> Number of seconds it takes homing effect to decay after homing duration
  • Gravity
<float> Scale for effect of gravity. (1.0 = normal gravity)
  • MinRange
<float> Minimun distance a target can be to be attacked
  • MaxRange
<float> Maximum distance a target can be to be attacked
  • SpinMagnitude
<float> Strength of spin in missile trajectory
  • SpinSpeed
<float> How fast does the spin rotate through 360
  • Damage
<float> How much damage does each missile do
  • DamageRadius
<float>

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.pngNote: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] (in all games since Source 2006)
Entity won't give way to player.
  • 65536  : Check LOS

Inputs

  • TurnOn
Turn on Launcher
  • TurnOff
Turn off Launcher
  • LOSCheckOn
Start checking line of sight before firing
  • LOSCheckOff
Stop checking line of sight before firing
  • SetEnemyEntity
Set entity I should attack. Ignores visibility. (output from other entity only)
  • ClearEnemyEntity
Clear set enemy enemy
  • FireOnce
Fire Once (if have enemy)

Outputs

  • OnLaunch
Fires when missile is launched. (!activator is the enemy launched at)

Notes

The default values of the MissileModel and FlySound properties point to resources that do not exist. Appropriate values would be models/Weapons/W_missile.mdl and weapons/rpg/rocket1.wav, respectively.