Npc alyx: 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.
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==Flags== | ==Flags== | ||
* {{ | * {{Fl BaseNPC}} | ||
==Inputs== | ==Inputs== |
Revision as of 19:21, 19 January 2009
Entity Description
Alyx Vance is arguably Half-Life 2's lead character besides Gordon. She has no known special abilities, though there are orphaned dive/roll animations in her model, and she can wield the 'alyxgun'.

Keyvalues
- additionalequipment
- <choices> Weapons
Literal Value Description weapon_alyxgun Alyx Gun weapon_shotgun Shotgun 0 Nothing
- model
- <studio> World model
- DontPickupWeapons (in all games since
)
- If set, this NPC will not be allowed to pick up weapons they find on the ground.
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]
- Don't drop weapons : [8192]
- Ignore player push : [16384] (in all games since
)
- Entity won't give way to player.
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
disposition
are:D_HT
: HateD_FR
: FearD_LI
: LikeD_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.
- Template:I parentname
- AllowInteraction (in all games since
)
- Allow Alyx's 'hacking' AI to run.
- DisallowInteraction (in all games since
)
- Disallow Alyx's 'hacking' AI.
- AllowDarknessSpeech <bool> (in all games since
)
- Enables or disables Alyx's darkness speech ('where are you', etc).
- EnterVehicle <target_destination> (in all games since
)
- Make Alyx enter the vehicle specified by name.
- ExitVehicle (in all games since
)
- Make Alyx exit the vehicle she's in.
- SetReadinessLow (in all games since
)
- Set readiness to calmest state (Bored)
- SetReadinessMedium (in all games since
)
- Set readiness to moderate (Alert)
- SetReadinessHigh (in all games since
)
- Set readiness to highest. (Combat imminent)
- SetReadinessPanic (in all games since
)
- Set readiness to panic state (Special)
- LockReadiness <float> (in all games since
)
- Lock readiness at current setting for x seconds -1 = forever, 0 = unlock now
Outputs
- Template:O basenpc
- OnFinishInteractWithObject (in all games since
)
- Fires when Alyx finishes interacting with an object (usually hacking it).
- OnPlayerUse (in all games since
)
- Fires when a player +USEs Alyx.