Template:O BaseNPC: Difference between revisions

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{{ScrollBox|title=BaseNPC|
{{ScrollBox|title=BaseNPC|
; OnDamaged
; <code>OnDamaged</code>
: Fired when this NPC takes damage {{activator|damage inflictor}}
: Fired when this NPC takes damage {{activator|damage inflictor}}
; OnDeath
; <code>OnDeath</code>
: Fired when this NPC is killed {{activator|killer}}
: Fired when this NPC is killed {{activator|killer}}
; OnHalfHealth
; <code>OnHalfHealth</code>
: Fired when this NPC reaches half of its maximum health
: Fired when this NPC reaches half of its maximum health
; OnHearWorld
; <code>OnHearWorld</code>
: Fired when this NPC hears a sound (other than combat or the player)
: Fired when this NPC hears a sound (other than combat or the player)
; OnHearPlayer
; <code>OnHearPlayer</code>
: Fired when this NPC hears the player
: Fired when this NPC hears the player
; OnHearCombat
; <code>OnHearCombat</code>
: Fired when this NPC hears combat sounds
: Fired when this NPC hears combat sounds
; OnFoundEnemy <[[targetname]]>
; <code>OnFoundEnemy <[[targetname]]></code>
: Fired when this NPC establishes line of sight to its enemy
: Fired when this NPC establishes line of sight to its enemy
; OnLostEnemyLOS
; <code>OnLostEnemyLOS</code>
: Fired when this NPC loses line of sight to its enemy
: Fired when this NPC loses line of sight to its enemy
; OnLostEnemy
; <code>OnLostEnemy</code>
: 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
: 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
; OnFoundPlayer <[[targetname]]>
; <code>OnFoundPlayer <[[targetname]]></code>
: Fired when this NPC establishes line of sight to its enemy, and that enemy is a player
: Fired when this NPC establishes line of sight to its enemy, and that enemy is a player
; OnLostPlayerLOS
; <code>OnLostPlayerLOS</code>
: Fired when this NPC loses line of sight to its enemy, and that enemy is a player
: Fired when this NPC loses line of sight to its enemy, and that enemy is a player
; OnLostPlayer
; <code>OnLostPlayer</code>
: 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
: 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
; OnDamagedByPlayer
; <code>OnDamagedByPlayer</code>
: Fired when this NPC is hurt by a player {{activator|attacker or vehicle driver (if friendly fire)}}
: Fired when this NPC is hurt by a player {{activator|attacker or vehicle driver (if friendly fire)}}
; OnDamagedByPlayerSquad
; <code>OnDamagedByPlayerSquad</code>
: Fired when this NPC is hurt by a player OR by one of the player's squadmates {{activator|attacker or vehicle driver (if friendly fire)}}
: Fired when this NPC is hurt by a player OR by one of the player's squadmates {{activator|attacker or vehicle driver (if friendly fire)}}
; OnDenyCommanderUse
; <code>OnDenyCommanderUse</code>
: Fired when this NPC has refused to join the player's squad
: Fired when this NPC has refused to join the player's squad
; OnWake
; <code>OnWake</code>
: Fired when this NPC comes out of a sleep state
: Fired when this NPC comes out of a sleep state
{{O Targetname}}
{{O Targetname}}
}}
}}

Revision as of 08:32, 19 July 2009

BaseNPC:
OnDamaged
Fired when this NPC takes damage (!activator is the damage inflictor)
OnDeath
Fired when this NPC is killed (!activator is the killer)
OnHalfHealth
Fired when this NPC reaches half of its maximum health
OnHearWorld
Fired when this NPC hears a sound (other than combat or the player)
OnHearPlayer
Fired when this NPC hears the player
OnHearCombat
Fired when this NPC hears combat sounds
OnFoundEnemy <targetname>
Fired when this NPC establishes line of sight to its enemy
OnLostEnemyLOS
Fired when this NPC loses 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
OnFoundPlayer <targetname>
Fired when this NPC establishes line of sight to its enemy, and that enemy is a player
OnLostPlayerLOS
Fired when this NPC loses 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
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))
OnDenyCommanderUse
Fired when this NPC has refused to join the player's squad
OnWake
Fired when this NPC comes out of a sleep state