Npc antlion: 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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==Outputs==  | ==Outputs==  | ||
* {{  | * {{O BaseNPC}}  | ||
* '''OnReachedFightGoal'''  | * '''OnReachedFightGoal'''  | ||
Revision as of 19:04, 19 January 2009
Entity Description
Antlions can burrow, jump, and fly. The player can command up to 4 antlions at a time, provided that the correct env_global variable is set and weapon_bugbait is equipped. Their most common role in level design is that of cannon fodder.
Dedicated Console Variables
- sk_antlion_health (Default: 30)
 
- <integer> An antlion's spawn health.
 
- sk_antlion_jump_damage (Default: 5)
 
- <integer>
 
- sk_antlion_swipe_damage (Default: 5)
 
- <integer>
 
- sk_antlion_air_attack (Default: Todo: ?)
 
- <integer>
 
- g_debug_antlion
 
- Debug visualization
 
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.
 
|}
- startburrowed
 
- <boolean> If you want your antlion to start under the ground and dig up when you want.
 
- radius
 
- <float> Alert Radius - keep in mind that Antlions rely on sound, not sight.
 
- eludedist
 
- <integer> Distance until eluded - Only available when Burrow When Eluded is flagged"
 
- ignorebugbait
 
- <boolean> Useful for scripted sequences, in which player interference is undesirable.
 
- !FGD skin
 
- <choices> Antlion's coloration
 
Literal Value Description0 1 2 3 
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.
 
- 65536 : Burrow when eluded
 
- 131072 : Use Ground Checks
 
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:
- Unburrow
 
- Unburrow from the ground
 
- Burrow
 
- Burrow into the ground
 
- BurrowAway
 
- Burrow and remove
 
- FightToPosition <target_destination>
 
- Fight to position
 
- StopFightToPosition
 
- Stop fighting to position
 
- EnableJump
 
- Allow non-navigational jumping
 
- DisableJump
 
- Disallow non-navigational jumping
 
- IgnoreBugbait
 
- Ignore bugbait
 
- HearBugbait
 
- Hear bugbait
 
Outputs
- {| 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 Outputs |
- OnDamaged
 - Fired when this NPC takes damage (!activator is the damage inflictor).
 
- OnDamagedByPlayer
 - Fired when this NPC is hurt by a player (!activator is the attacker or vehicle driver [if friendly fire]).
 
- OnDamagedByPlayerSquad
 - Fired when this NPC is hurt by a player OR by one of the player's squadmates (!activator is the attacker or vehicle driver [if friendly fire]).
 
- OnDeath
 - Fired when this NPC is killed (!activator is the killer).
 
- OnDenyCommanderUse
 - Fired when this NPC has refused to join the player's squad.
 
- OnForcedInteractionAborted
 - Fired when the NPC aborts a forced interaction for some reason (target NPC died, couldn't be pathed to, etc.).
 
- OnForcedInteractionStarted
 - Fired when the NPC starts a forced interaction.
 
- OnForcedInteractionFinished
 - "NPCs in actbusies can no longer perform dynamic interactions." Todo: What does this mean?
 
- OnHalfHealth
 - Fired when this NPC reaches half of its maximum health.
 
- OnHearCombat
 - Fired when this NPC hears combat sounds.
 
- OnHearPlayer
 - Fired when this NPC hears the player.
 
- OnHearWorld
 - Fired when this NPC hears a sound (other than combat or the player).
 
- OnFoundEnemy <targetname*>
 - Fired when this NPC establishes line of sight to its enemy.
 
- OnLostEnemy
 - Fired when this NPC loses its enemy. Usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy.
 
- OnLostEnemyLOS
 - Fired when this NPC loses line of sight to its enemy.
 
- OnFoundPlayer <targetname*>
 - Fired when this NPC establishes line of sight to its enemy, and that enemy is a player.
 
- OnLostPlayer
 - Fired when this NPC loses its enemy, and that enemy was a player. Usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy.
 
- OnLostPlayerLOS
 - Fired when this NPC loses line of sight to its enemy, and that enemy is a player.
 
- OnSleep
 - Fired when this NPC enters a sleep state.
 
- OnWake
 - Fired when this NPC comes out of a sleep state.
 
|}
- OnReachedFightGoal
 
- Fires when the antlion reaches his specified fight-to location