Template:KV BaseNPC: Difference between revisions
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TomEdwards (talk | contribs) (friendly KV names) |
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; Physics Impact Damage Scale <code><float></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 DamageFilter}} | {{KV DamageFilter}} | ||
{{KV ResponseContext}} | {{KV ResponseContext}} | ||
{{KV Shadow}} | {{KV Shadow}} | ||
{{KV RenderFields}} | |||
{{KV Angles}} | |||
{{KV Targetname}} | |||
}} | }} |
Revision as of 02:48, 20 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.
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
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.
- 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.
- 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