Template:KV BaseNPC: Difference between revisions
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{{ScrollBox|title=BaseNPC| | {{ScrollBox|title=BaseNPC| | ||
; <code> | ; Target Path Corner <code><[[targetname]]></code> | ||
: The [[path_corner]] that this NPC will move to after spawning. | : The [[path_corner]] that this NPC will move to after spawning. | ||
; <code> | ; Squad Name <code><[[string]]></code> | ||
: | : NPCs that are in the same [[squads|squad]] (i.e. have matching squad names) will share information about enemies, and will take turns attacking and covering each other. | ||
; <code> | ; Hint Group <code><string></code> | ||
: [[Hintgroup|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. | : [[Hintgroup|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. | ||
; <code> | ; Hint Limit Nav <code><[[bool]]></code> | ||
: Limits NPC to using specified hint group for navigation requests, but does not limit local navigation. | : Limits NPC to using specified hint group for navigation requests, but does not limit local navigation. | ||
; <code> | ; Sleep State <code><choices></code> | ||
: Holds the NPC in stasis until specified condition. See also 'Wake Radius' and 'Wake Squad'. | : Holds the NPC in stasis until specified condition. See also 'Wake Radius' and 'Wake Squad'. | ||
:* 0: None | :* 0: None | ||
Line 16: | Line 16: | ||
:* {{EP1 add|4: Auto PVS}} | :* {{EP1 add|4: Auto PVS}} | ||
:* {{EP1 add|5: Auto PVS after PVS}} | :* {{EP1 add|5: Auto PVS after PVS}} | ||
; <code> | ; Wake Radius <code><float></code> | ||
: Auto-wake if player within this distance | : Auto-wake if player within this distance | ||
; <code> | ; Wake Squad <code><bool></code> | ||
: Wake all of the NPCs squadmates if the NPC is woken | : Wake all of the NPCs squadmates if the NPC is woken | ||
; <code> | ; Enemy Filter <code><[[targetname]]></code> | ||
: [[Filter]] entity to test targets against | |||
; Ignore unseen enemies <code><bool></code> | |||
; Physics Impact Damage Scale <code><float></code> | |||
: 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. | : 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. | ||
{{KV Targetname}} | {{KV Targetname}} | ||
{{KV Angles}} | {{KV Angles}} |
Revision as of 11:28, 19 July 2009
BaseNPC:
- Target Path Corner
<targetname>
- The path_corner that this NPC will move to after spawning.
- Squad Name
<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
<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
<bool>
- Limits NPC to using specified hint group for navigation requests, but does not limit local navigation.
- Sleep State
<choices>
- Holds the NPC in stasis until specified condition. See also 'Wake Radius' and 'Wake Squad'.
- Wake Radius
<float>
- Auto-wake if player within this distance
- Wake Squad
<bool>
- Wake all of the NPCs squadmates if the NPC is woken
- Enemy Filter
<targetname>
- Filter entity to test targets against
- Ignore unseen enemies
<bool>
- Physics Impact Damage Scale
<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.
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Pitch Yaw Roll (Y Z X) (angles) <QAngle>
- This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
RenderFields:
- Render Mode (rendermode) <byte choices>
- Set a non-standard rendering mode on this entity.
Render Modes
- Render FX (renderfx) <byte choices>
- Various somewhat legacy alpha effects. See render effects.
- Render Amount / Transparency (renderamt) <byte>
- Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
- Render Color (R G B) (rendercolor) <color255>
- Color tint.
DamageFilter:
- Damage Filter (damagefilter) <targetname>
- Name of the filter_damage_type entity that controls which entities can damage us.
ResponseContext:
- Response Contexts (ResponseContext) <string>
- Pre-defined response system context{s} for this entity. Format is
key:value,key:value,...
When this entity speaks, the list of keys & values will be passed to the response rules system.
Shadow:
- Disable Shadows (disableshadows) <boolean>
- Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a prop_static. Does not affect shadow mapping.
- Disable Receiving Shadows (disablereceiveshadows) <boolean>
- Prevent the entity from receiving dynamic shadows on itself.
- Shadow Cast Distance (shadowcastdist) <integer> !FGD
- Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
- Disable Shadow Depth (disableshadowdepth) <boolean> (in all games since
)
- Used to disable rendering into shadow depth (for projected textures) for this entity.
- Disable flashlight (disableflashlight) <boolean> (in all games since
)
- Used to disable projected texture lighting and shadows on this entity.
- Projected Texture Cache (shadowdepthnocache) <integer choices> (in all games since
)
- Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
Choices - 0 : Default
- 1 : No cache - render every frame
- 2 : Cache it - render only once