Npc helicopter: Difference between revisions
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Placement Tip:Hunter-Choppers are used mainly in the Half-Life 2 series as chase vehicles, hence the name.
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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[[Image:Combine_helicopter.jpg|thumb|350px|right|Helicopter - click to enlarge.]] | [[Image:Combine_helicopter.jpg|thumb|350px|right|Helicopter - click to enlarge.]] | ||
A Combine helicopter, (also called a "Hunter-Chopper") armed with a machine gun and | A Combine helicopter, (also called a "Hunter-Chopper") armed with a machine gun and capable of dropping mines. The mines are buoyant, and their timer only activates when they collide with the environment. In Episode 2 their detonation timer is delayed when picked up by the Gravity gun. Upon touching an NPC they detonate instantly. They can be dropped one at a time, or when triggered the helicopter can rush a target dropping a massive amount of mines. | ||
{{flying npc}} | {{flying npc}} | ||
Related Entities: | Related Entities: |
Revision as of 22:29, 4 February 2010
Entity Description
A Combine helicopter, (also called a "Hunter-Chopper") armed with a machine gun and capable of dropping mines. The mines are buoyant, and their timer only activates when they collide with the environment. In Episode 2 their detonation timer is delayed when picked up by the Gravity gun. Upon touching an NPC they detonate instantly. They can be dropped one at a time, or when triggered the helicopter can rush a target dropping a massive amount of mines.
- This is a flying NPC that uses info_node_air, info_node_air_hint or path_tracks for AI navigation.
Related Entities:


Dedicated Console Variables
- sk_helicopter_health
- <integer> Helicopter Spawn Health (Default: 5600)
- sk_helicopter_firingcone
- <float> The angle in degrees of the cone in which the shots will be fired
- sk_helicopter_burstcount
- <integer> How many shot bursts to fire after charging up. The bigger the number, the longer the firing is
- sk_helicopter_roundsperburst
- <integer> How many shots to fire in a single burst
- sk_helicopter_grenadedamage
- <float> The amount of damage the helicopter grenade deals.
- sk_helicopter_grenaderadius
- <float> The damage radius of the helicopter grenade.
- sk_helicopter_grenadeforce
- <float> The physics force that the helicopter grenade exerts.
- sk_npc_dmg_helicopter_to_plr
- <float> Damage helicopter shots deal to the player
- Used in ammotype "HelicopterGun"
- sk_npc_dmg_helicopter
- <float> Damage helicopter shots deal to everything but the player
- Used in ammotype "HelicopterGun"
- sk_helicopter_drone_speed
- <float> How fast does the zapper drone move?
- g_helicopter_chargetime
- <float> How much time we have to wait (on average) between the time we start hearing the charging sound + the chopper fires
- g_helicopter_bullrush_distance
- <float>
- g_helicopter_bullrush_bomb_enemy_distance
- <float>
- g_helicopter_bullrush_bomb_time
- <float>
- g_helicopter_idletime
- <float>
- g_helicopter_maxfiringdist
- <float>
- g_helicopter_bullrush_bomb_speed
- <float>
- g_helicopter_bullrush_shoot_height
- <float>
- g_helicopter_bullrush_mega_bomb_health
- <float>
Keyvalues
- BaseHelicopter:
- Initial Speed (InitialSpeed) <string>
- The speed that the entity should try to reach as soon as it spawns
- Target path_track (target) <targetname>
- The name of a path_track that this NPC will fly to after spawning.
- InitialSpeed
- <float>
- GracePeriod
- <float> Time in seconds the helicopter has to see the player before he starts shooting
- PatrolSpeed
- <float> Speed at which the helicopter moves if he has no enemy.
Flags
- Wait Till Seen : [1]
- Gag (No IDLE sounds until angry) : [2]
- Fall to ground (unchecked means *teleport* to ground) : [4]
- Drop Healthkit : [8]
- Efficient - Don't acquire enemies or avoid obstacles : [16]
- No Rotorwash : [32]
- Await Input : [64]
- Wait For Script : [128]
- Long Visibility/Shoot : [256]
- Fade Corpse : [512]
- Think outside PVS : [1024]
- Template NPC (used by npc_maker, will not spawn) : [2048]
- Do Alternate collision for this NPC (player avoidance) : [4096]
- Don't drop weapons : [8192]
- 65536 : Loud rotor wash sound
- 131072 : Electrical drone
- 262144 : Helicopter lights
- 524288 : Ignore avoid spheres+boxes
- 1048576 : More aggressive attacks
Inputs
- {| 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; " | BaseHelicopter |
- MoveTopSpeed
- The helicopter will immediately move at top speed toward its current goal, or in its current orientation if it's on top of its goal.
- MoveSpecifiedSpeed <float >
- The helicopter will immediately move at the specified speed (you provide this as parameter override in units per second) towards its current goal.
- ChangePathCorner <targetname >
- Tell the helicopter to move to a path corner on a new path.
- SelfDestruct
- Self Destruct.
- Activate
- Activate. Use to wake up a helicopter that spawned with the 'Await Input' spawnflag on.
- SetTrack <targetname >
- Set a track for the helicopter to adhere to. The helicopter will do nothing if it's on the same path, and will move to the closest point on the specified track if it's on a different path.
- FlyToSpecificTrackViaPath <targetname >
- The helicopter will first fly to the closest point on the path if it's on a different path. Then it'll fly along the path to the specified track point.
- FlyToPathTrack <targetname >
- The helicopter will fly to the given path_track.
- StartPatrol
- Start patrolling back and forth along the current track.
- StopPatrol
- Stop patrolling back and forth along the track. This will cause the helicopter to come to rest at the track which he's currently flying toward.
- ChooseFarthestPathPoint
- When tracking an enemy, choose the point on the path furthest from the enemy, but still in firing range.
- ChooseNearestPathPoint
- When tracking an enemy, choose the point on the path nearest from the enemy.
- StartBreakableMovement
- The helicopter is now allowed to disobey direct commands to go to particular points if it senses an enemy. It will move to the closest point (or farthest point, if ChooseFarthestPathPoint is used), on the path if it senses an enemy.
- StopBreakableMovement
- The helicopter can no longer disobey direct commands. It will continue to fly along it's patrol path or to it's specified target even if it senses an enemy.
- EnableRotorSound
- Starts the chopper's rotors making noise (normal behaviour)
- DisableRotorSound
- Stops the noise made by the rotors
- EnableRotorWash
- Makes the chopper exert a force on physics objects underneath its rotor, and produce a wind pattern on any water (normal behaviour)
- DisableRotorWash
- Turns off the forces and wind pattern
- SetAngles !FGD
- InputStartLeading !FGD
- InputStopLeading !FGD
- GunOn
- Allows the chopper to use its gun (normal behaviour)
- GunOff
- Prevents the chopper from using its gun
- MissileOn
- Starts the chopper firing rockets
Bug:Non-functional. [todo tested in ?]
- MissileOff
- Stops the chopper firing rockets
Bug:Non-functional. [todo tested in ?]
|}
- GunOn
- GunOff
- MissileOn
- MissileOff
- EnableRotorWash
- DisableRotorWash
- EnableRotorSound
- DisableRotorSound
- StartBombingVehicle
- Starts the chopper leading enemy vehicles and dropping bombs on them.
- StartTrailingVehicle
- Starts the chopper trailing enemy vehicles and shooting at them.
- StartDefaultBehavior
- Starts the chopper in the mode where he always stops at nav points instead of stopping anywhere in between nav points.
- StartAlwaysLeadingVehicle
- Starts the chopper *always* leading enemy vehicles (regardless of how they are moving w/respect to the path) and dropping bombs on them. This mode is different from StartBombingVehicle in that it never uses the machine gun.
- StartSprinkleBehavior
- Starts the chopper dropping bombs randomly + shooting at the player.
- StartBullrushBehavior
- Starts the chopper bullrushing the player.
- SetHealthFraction <float>
- Sets the chopper health as a percentage of max health
- EnableDeadlyShooting
- Starts the chopper being deadly to on-foot players
- DisableDeadlyShooting
- Stops the chopper being deadly to on-foot players
- StartNormalShooting
- The chopper will fire in short bursts. Good for on-foot experiences
- StartLongCycleShooting
- The chopper fires in long bursts
- StartContinuousShooting
- The chopper fires continuously.
- ResetIdleTime
- Allows the helicopter to fire immediately if he's not in the middle of charging or firing
- SetAngles <angles>
- Instantly snaps the orientation of the helicopter
- DropBomb
- Immediately drops a bomb based on normal bomb dropping rules
- DropBombStraightDown
- Immediately drops a bomb directly downwards
- DropBombAtTarget <target_destination>
- Immediately drops a bomb directly at the target destination, but only if the player isn't right there
- DropBombAtTargetAlways <target_destination>
- Immediately drops a bomb directly at the target destination, no matter whether it's fair or not.
- DropBombDelay <float>
- Add a delay before the next bomb is dropped
- BecomeIndestructible
- Makes the helicopter take no more damage
- DisablePathVisibilityTests
- When the helicopter moves, he will not check for visibility from the path_track to the enemy to cull out path_tracks
- EnablePathVisibilityTests
- When the helicopter moves, he will only move to path_tracks that have line-of-sight to the enemy
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.
|}
- OnHealthChanged <integer>
- Fires when the helicopter health changes. The integer is the percentage of health the chopper has from 0-100.