Template:I BaseNPC: Difference between revisions

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; {{EP1 add|<code>UpdateEnemyMemory <targetname></code>}}
; {{EP1 add|<code>UpdateEnemyMemory <targetname></code>}}
: Update (or Create) this NPC's memory of an enemy and its location
: Update (or Create) this NPC's memory of an enemy and its location
* {{I RenderFields}}
{{I RenderFields}}
{{I DamageFilter}}
{{I DamageFilter}}
{{I ResponseContext}}
{{I ResponseContext}}
* {{I Shadow}}
{{I Shadow}}
* {{I Targetname}}
* {{I Targetname}}
}}
}}

Revision as of 08:36, 19 July 2009

BaseNPC:
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: Hate
  • D_FR: Fear
  • D_LI: Like
  • D_NU: Neutral
SetHealth <int>
Set this NPC's health.
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Add to NPC's health.
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Remove from NPC's health.
SetBodyGroup <int>
HACK: Sets this NPC's body group (from 0 - n). You'd better know what you are doing!
physdamagescale <float>
Sets the value that scales damage energy when this character is hit by a physics object. 0 means this feature is disabled for backwards compatibility.
Ignite
Burst into flames!
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?
Break
Smash into pieces. If this is not possible, disappear.
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Become a ragdoll without removing yourself?
StartScripting
Enter scripting state. In this state, 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 NPC's idle speech, and so on.
StopScripting
Exit scripting state.
Assault <targetname>
Start an assaultat the given rally point.
SetSquad <string>
Set the name of this NPC's squad. It will be removed from any existing squad automatically. Leaving the parameter blank will remove the NPC from any existing squad.
Wake
Wakes up the NPC if it is sleeping.
ForgetEntity <targetname>
Clears out the NPC's knowledge of a named entity.
GagEnable
Turn on the NPC Gag flag. NPC won't speak outside of choreographed scenes.
GagDisable
Turn off the NPC Gag flag.
IgnoreDangerSounds <float>
Ignore danger sounds for the specified number of seconds.
HolsterWeapon (in all games since Half-Life 2: Episode One)
Force the NPC to holster their weapon. Ignored if the NPC is scripting, if the NPC's weapon is already holstered, or if the NPC doesn't use weapons.
HolsterAndDestroyWeapon (in all games since Half-Life 2: Episode One)
Identical to HolsterWeapon, except the weapon is destroyed once it has been holstered and concealed.
UnholsterWeapon (in all games since Half-Life 2: Episode One)
Force the NPC to draw their weapon. Ignored if the NPC is scripting, if the NPC's weapon is already drawn, or if the NPC doesn't use weapons.
ForceInteractionWithNPC <string> (in all games since Half-Life 2: Episode One)
Force the NPC to use a dynamic interaction with another NPC.
Parameter format: <target NPC name> <dynamic interaction name>
UpdateEnemyMemory <targetname> (in all games since Half-Life 2: Episode One)
Update (or Create) this NPC's memory of an enemy and its location

RenderFields:

Alpha <integer 0–255>
Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its rendermode set to a number other than 0.
Color <color255>
Sets an RGB color for the entity.

DamageFilter:

SetDamageFilter <string>
Sets the entity to use as damage filter. Pass in an empty string (no parameter) to clear the damage filter.
ResponseContext:
AddContext <string>
Adds to the entity's list of response contexts. Format is <key>:<value>.
RemoveContext <string>
Remove a context from this entity's list. The name should match the key of an existing context.
ClearContext
Removes all contexts from this entity's list.

Shadow:

DisableShadow
Turn dynamic shadows off for this entity. Identical to applying  EF_NOSHADOW.
EnableShadow
Turn dynamic shadows on for this entity.
DisableReceivingFlashlight  (in all games since Portal 2)
This object will not receive light or shadows from projected textures.
EnableReceivingFlashlight  (in all games since Portal 2)
This object may receive light or shadows from projected textures.