Npc ministrider: 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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[[Image:Ministrider.jpg|frame|right|Ministrider]] A smaller, faster strider that can pursue the player into buildings.  | [[Image:Ministrider.jpg|frame|right|Ministrider]] A smaller, faster strider that can pursue the player into buildings.  | ||
{{  | {{NPCNote}}  | ||
== Keyvalues ==  | == Keyvalues ==  | ||
Revision as of 19:03, 19 January 2009
Entity description
A smaller, faster strider that can pursue the player into buildings.
Keyvalues
- {| class="mw-collapsible mw-collapsed" style="background:rgba(0,0,0,0.05) ;float:no;margin-bottom:1em;margin-left:0;padding-right:0.5em;border:1px solid rgba(255,255,255,0.1); border-left:solid 1px #8bb9e0; padding-left:1em;"
 
|+ style="text-align:left; white-space:nowrap; font-weight:bold; color:#ddd; " | BaseNPC keyvalues | CBaseCombatCharacter:
- Relationship (Relationship) <string> !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 
dispositionare:D_HT: HateD_FR: FearD_LI: LikeD_NU: Neutral
 
- Physics Impact Damage Scale (physdamagescale) <float>
 - 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) <targetname>
 - The path_corner that this NPC will move to after spawning.
 
- Squad Name (squadname) <string>
 - 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) <string>
 - 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) <boolean>
 - Limits NPC to using specified hint group for navigation requests. Does not limit local navigation.
 
- Sleep State (sleepstate) <choices>
 - 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) <float>
 - Auto-wake if player comes within this distance.
 
- Wake Squad (wakesquad) <boolean>
 - Wake all of the NPCs squadmates if the NPC is woken.
 
- Enemy Filter (enemyfilter) <targetname>
 - Filter entity to test targets against.
 
- Ignore unseen enemies (ignoreunseenenemies) <boolean>
 - Prefers visible enemies, regardless of distance or relationship priority.
 
DamageFilter:
- Damage Filter (damagefilter) <targetname>
 - 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 
6,000units 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
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.
 - SetMaxLookDistance  <float> (only in 
) - 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 
dispositionare: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:
- SetMinigunTime <float>
 
- Time to shoot at any set minigun target
 
- SetMinigunTarget <target_destination>
 
- Ministrider will shoot minigun at this
 
- Crouch
 
- Crouch down
 
- Stand
 
- Stand up from crouch
 
- DisableCrouchWalk
 - EnableCrouchWalk
 
