Npc furniture: Difference between revisions

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m (Robot: fixing template case.)
Line 19: Line 19:
* {{i basenpc}}
* {{i basenpc}}
* {{i parentname}}
* {{i parentname}}
* '''{{ep1 add|DisablePlayerCollision}}'''
* '''{{EP1 add|DisablePlayerCollision}}'''
: Disable collisions against the player.
: Disable collisions against the player.
* '''{{ep1 add|EnablePlayerCollision}}'''
* '''{{EP1 add|EnablePlayerCollision}}'''
: Enable collisions against the player.
: Enable collisions against the player.
==Outputs==
==Outputs==

Revision as of 19:19, 19 January 2009

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Entity Description

An entity used for non-NPCs that need to synchronise their animation with an NPC in a scripted_sequence. Usually a piece of furniture or door that an NPC needs to manipulate within a scripted_sequence.

This entity is also used at the end of Portal for the camera fly-through prior to the end-game song.

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

Keyvalues

<studio> World Model

Flags

Inputs

Disable collisions against the player.
  • EnablePlayerCollision (in all games since Half-Life 2: Episode One)
Enable collisions against the player.

Outputs

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