Npc citizen: Difference between revisions

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; Expression Type <code><choices></code>
; Expression Type <code><choices></code>
: Ambient facial animation.
: Ambient facial animation.
:* Random
:{| class=standard-table
:* Scared
! Literal Value || Description
:* Normal
|-
:* Angry
| 0 || Random
|-
| 1 || Scared
|-
| 2 || Normal
|-
| 3 || Angry
|}
; Model <code><choices></code>
; Model <code><choices></code>
: Various model overrides. (Normally, one is randomly chosen.)
: Various model overrides. (Normally, one is randomly chosen.)

Revision as of 18:02, 4 April 2011

Template:Otherlang2

Citizen.jpg

The downtrodden citizens of City 17. They will pick up weapons, fight the Combine, and join the player's squad if they see him. Template:Wrongtitle

Cvars

ai_citizen_debug_commander <bool>
g_ai_citizen_show_enemy <bool>
npc_citizen_auto_player_squad <bool>
npc_citizen_auto_player_squad_allow_use <bool>
npc_citizen_explosive_resist <bool>
npc_citizen_insignia <bool>
npc_citizen_squad_marker <bool>
sk_citizen_giveammo_player_delay <float>
Time between ammo assistances.
sk_citizen_heal_ally <int>
sk_citizen_heal_ally_delay <float>
Time between medical assistances.
sk_citizen_heal_player <int>
sk_citizen_heal_player_delay <float>
Time between medical assistances.
sk_citizen_heal_player_min_forced <int>
sk_citizen_heal_player_min_pct <float>
sk_citizen_health <int>
A citizen's spawn health.
sk_citizen_player_stare_dist <float>
sk_citizen_player_stare_time <float>
sk_citizen_stare_heal_time <float>
Citizens get upset if a player stares at them for too long.

Keyvalues

Weapons <choices>
Weapon to spawn with.
  • SMG1
  • AR2
  • Stun Stick
  • Crowbar - you must name the citizen "matt" for this to work.
  • Shotgun
  • Beer bottle (Not coded - Don't use)
  • Beer bottle2 (Not coded - Don't use)
  • RPG
  • Nothing
Ammo To Resupply <choices>
If the appropriate spawnflag is set, the citizen will attempt to get close to the player and pass this type of ammunition when he/she runs low.
Amount Of Ammo To Give <int>
Amount of ammo the NPC has (in total) to give to the player.
Type <choices>
Changes the citizen's appearance (but not behaviour).
  • Default: the normal blue civil outfit. This is the same as Downtrodden, but with default for the basic entity.
  • Downtrodden: The normal blue civil outfit.
  • Refugee: A somewhat torn civil outfit, either blue or white.
  • Rebel: The rebel outfit.
  • Unique: The normal blue civil outfit. This can be used if you edit a Citizen to look different, or to be an enemy of a sort.
Expression Type <choices>
Ambient facial animation.
Literal Value Description
0 Random
1 Scared
2 Normal
3 Angry
Model <choices>
Various model overrides. (Normally, one is randomly chosen.)
  • "Cheaple Male 1 is a low-detail model that only works if Type is Default or Downtrodden.
  • "Odessa. DO NOT USE." is Colonel Cubbage. Only works if Type is set to Unique.
This field accepts arbitrary paths (e.g. models\alyx.mdl). Disable random faces in flags if you want to make use of this.
Expression Override <string>
Facial expression override
Fire Output When Nav Is Blocked? <bool>
Fires an output when the Citizen's movement fails because he/she is blocked by a dynamic object.
Permanent Squad Member? <bool> (in all games since Half-Life 2: Episode One)
A permanent squad member cannot leave the player's squad unless killed or explicitly removed by entity I/O. Only use this if you're sure you want to override the default AI.
Deny Command Speech Concept <string> (in all games since Half-Life 2: Episode One)
If you want your citizens to squad with the player but not obey commands the player gives to move the squad, put a concept here and this citizen will speak the concept instead of obeying the order.
Parentname:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.

PlayerCompanion:

Always transition (AlwaysTransition) <boolean> (in all games since Half-Life 2: Episode One)
This NPC will always teleport to a Player Squad Transition Point if they're not within the trigger_transition.
Prevent picking up weapons? (DontPickupWeapons) <boolean> (in all games since Half-Life 2: Episode One)
This NPC will NOT be allowed to pick up weapons they find on the ground.
Is this a vital ally? (GameEndAlly) <boolean> (in all games since Half-Life 2: Episode One)
This NPC will cause the game to end if killed.

TalkNPC:

Use Sentence (UseSentence) <string>
Sentence spoken when the NPC gets +used by a player
Un-Use Sentence (UnUseSentence) <string>
Sentence spoken NPC gets used again
Don't Use Speech Semaphore (DontUseSpeechSemaphore) <boolean>
Friendly NPCs are not allowed to speak if another friendly NPC is speaking. In some cases, we don't want speaking NPCs to prevent other NPCs from speaking (for instance, if there is a friendly NPC speaking for a long time on a monitor). To make this NPC not prevent other NPCs from talking, make it not grab the semaphore when it speaks.
BaseNPC keyvalues

CBaseCombatCharacter:

Relationship (Relationship) <string> !FGD
<string|targetname or classname> <string|disposition> <int|rank>
Changes whether this entity likes or dislikes certain other things. Used like the ai_relationship entity, with this entity as the subject.
Values for disposition are:
  • D_HT: Hate
  • D_FR: Fear
  • D_LI: Like
  • D_NU: Neutral
Physics Impact Damage Scale (physdamagescale) <float>
Multiplier for damage amount when this entity is hit by a physics object. With a value of 0 the entity will take no damage from physics.

CAI_BaseNPC:

Target Path Corner (target) <targetname>
The path_corner that this NPC will move to after spawning.
Squad Name (squadname) <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 (hintgroup) <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 (hintlimiting) <boolean>
Limits NPC to using specified hint group for navigation requests. Does not limit local navigation.
Sleep State (sleepstate) <choices>
Holds the NPC in stasis until specified condition. See also Wake Radius and Wake Squad.
  • 0: None
  • 1: Waiting for threat
  • 2: Waiting for PVS
  • 3: Waiting for input, ignore PVS
  • 4: Auto PVS
  • 5: Auto PVS after PVS
Wake Radius (wakeradius) <float>
Auto-wake if player comes within this distance.
Wake Squad (wakesquad) <boolean>
Wake all of the NPCs squadmates if the NPC is woken.
Enemy Filter (enemyfilter) <targetname>
Filter entity to test targets against.
Ignore unseen enemies (ignoreunseenenemies) <boolean>
Prefers visible enemies, regardless of distance or relationship priority.

DamageFilter:

Damage Filter (damagefilter) <targetname>
Name of the filter_damage_type entity that controls which entities can damage us.

Flags

  • Follow player on spawn
  • Medic
  • Random Head
  • Ammo Resupplier
  • Not Commandable
  • Don't use speech semaphore (Obsolete: use the keyvalue)
  • Random male head
  • Random female head
  • Use RenderBox in ActBusies.
    Note.pngNote:This makes the collision hull surround the model rather than using the human hull. It's more computationally expensive, but necessary when ActBusies involve close proximity to other props/geometry or animate the citizens in a more dynamic way.
BaseNPC flags 
Wait Till Seen : [1]
Prevents this NPC from seeing (or being seen) until it enters a player's viewcone.
Gag : [2]
Won't make IDLE sounds until it's angry.
Fall to ground (unchecked means teleport to ground) : [4]
Drop Healthkit : [8]
Causes this NPC to drop an item_healthvial upon dying.
Efficient : [16]
Don't acquire enemies or avoid obstacles
Wait For Script : [128]
Forces this NPC to "wait" in an idle state until it finishes playing a scripted_sequence.
Long Visibility/Shoot : [256]
By default, increases a NPC's sight range to 6,000 units and allows it to attack from anywhere within that distance.
Fade Corpse : [512]
Think outside PVS : [1024]
Allows this NPC to run its regular AI outside of any player's PVS.
Template NPC : [2048]
Marks this NPC as a template for entities like npc_template_maker. The NPC will not spawn on its own. This is not needed for point_template.
Do Alternate collision for this NPC (player avoidance) : [4096]
Note.pngNote:This flag is disabled in Half-Life 2: Episode One Half-Life 2: Episode Two episodic for player companions, because the StartScripting input does this.
Don't drop weapons : [8192]
Ignore player push : [16384] (in all games since Source 2006)
Entity won't give way to player.

Inputs

SetExpressionOverride <string>
Set facial expression override
StartPatrolling
Patrol whenever I'm idle or alert.
StopPatrolling
Stop patrolling when I'm idle or alert.
SetCommandable
Make a previously uncommandable citizen commandable
SetMedicOn
Set the medic flag on. Will not change the model or skin of the citizen.
SetMedicOff
Set the medic flag off. Will not change the model or skin of the citizen.
SetAmmoResupplierOn
Set the ammo-resupplier flag on. Will not change the model or skin of the citizen.
SetAmmoResupplierOff
Set the ammo-resupplier flag off. Will not change the model or skin of the citizen.
SetReadinessLow
Set readiness to calmest state (Bored)
SetReadinessMedium
Set readiness to moderate (Alert)
SetReadinessHigh
Set readiness to highest. (Combat imminent)
LockReadiness <float>
Lock readiness at current setting for x seconds -1 = forever, 0 = unlock now
GiveWeapon <classname>
Gives the NPC the specified weapon - excluded from FGD
SpeakIdleResponse
Forces the NPC to speak an idle response - excluded from FGD
RemoveFromPlayerSquad (in all games since Half-Life 2: Episode One)
Remove from player squad, instantly.
SetReadinessPanic (in all games since Half-Life 2: Episode One)
Set readiness to panic state (Special)
Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <stringRedirectInput/string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.

PlayerCompanion:

OutsideTransition  (in all games since Half-Life 2: Episode One)
Use this input to teleport the NPC to a hint node with the "Player Squad Transition Point" hint type.
EnableAlwaysTransition  (in all games since Half-Life 2: Episode One)
DisableAlwaysTransition  (in all games since Half-Life 2: Episode One)
If enabled, this NPC will always teleport to a Player Squad Transition Point even if they're not within the trigger_transition.
MakeGameEndAlly  (in all games since Half-Life 2: Episode One)
MakeRegularAlly  (in all games since Half-Life 2: Episode One)
Determines whether the game should end if this character dies.
EnableWeaponPickup  (in all games since Half-Life 2: Episode One)
DisableWeaponPickup  (in all games since Half-Life 2: Episode One)
Enables/disables weapon pickup.
GiveWeapon <classname> (in all games since Half-Life 2: Episode One)
Gives the NPC a weapon immediately.
ClearAllOutputs  (only in Half-Life 2: Episode One Half-Life 2: Episode Two)
Clears every output that this NPC has.

TalkNPC:

SpeakResponseConcept <stringRedirectInput/string> (in all games since Half-Life 2: Episode One)
Speak the specified response concept immediately.
BaseNPC inputs 

CAI_BaseNPC:

ActivateSpeedModifier  !FGD
DisableSpeedModifier  !FGD
Break
Smash into pieces. If this is not possible, disappear.
BecomeRagdoll  (in all games since Half-Life 2: Episode Two)
Remove itself and instantly become a ragdoll with zero force (just go limp). OnDeath, etc. outputs will NOT be fired.
ForceInteractionWithNPC <string> <string>  (in all games since Half-Life 2: Episode One)
Force the NPC to use a dynamic interaction with another NPC. Syntax is <targetname> <dynamic interaction>.
ForgetEntity <targetnameRedirectInput/string>
Clears out the NPC's knowledge of a named entity.
UpdateEnemyMemory  (in all games since Half-Life 2: Episode One)
Update (or create) this NPC's memory of of the given entity.
GagEnable
GagDisable
Gagged NPCs won't speak (or moan, caw, etc.) unless made to be a choreographed scene.
HolsterWeapon  (in all games since Half-Life 2: Episode One)
UnholsterWeapon  (in all games since Half-Life 2: Episode One)
Force the NPC to holster or unholster their weapon. Ignored if the NPC is scripting or if the NPC doesn't use weapons.
HolsterAndDestroyWeapon  (in all games since Half-Life 2: Episode One)
Same as HolsterWeapon, except the weapon is destroyed once it has been concealed.
IgnoreDangerSounds <floatRedirectInput/float>
Ignore danger sounds for the specified number of seconds.
InsideTransition  !FGD
OutsideTransition  !FGD
SetBodyGroup <integerRedirectInput/integer>
HACK: Sets this NPC's body group (from 0–n).
SetEnemyFilter <stringRedirectInput/string>
SetHealth <integerRedirectInput/integer>
Set the NPC's health.
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
SetSquad <stringRedirectInput/string>
Change the name of this NPC's squad. Leaving the parameter blank will remove the NPC from any existing squad.
StartScripting
StopScripting
Enter/exit scripting state, where 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 NPCs' idle speech, and so on.
Wake
Wakes up the NPC if it is sleeping.

CBaseCombatCharacter:

KilledNPC  !FGD
Tells the entity it killed something. Despite the name, this can include a player. This input will be automatically sent by the victim when they die.
physdamagescale <floatRedirectInput/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:

SetDamageFilter <stringRedirectInput/string>
Sets the entity to use as damage filter. Pass in an empty string (no parameter) to clear the damage filter.

Outputs

OnJoinedPlayerSquad
Fires when joins player squad
OnLeftPlayerSquad
Fires when leaves player squad (doesn't include death or deletion)
OnFollowOrder
Fires when ordered to follow player
OnStationOrder
Fires when ordered to a location by player
OnPlayerUse
Fires when a player +USEs the citizen. (!activator is the player.)
OnNavFailBlocked
Fires when this Citizen's movement fails because he/she is blocked by a dynamic object.
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*RedirectOutput/ehandle>
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*RedirectOutput/ehandle>
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.