Template:I BaseNPC: Difference between revisions
		
		
		
		
		
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| TomEdwards (talk | contribs)  (IgniteLifetime = duration of fire) | Stoopdapoop (talk | contribs)  mNo edit summary | ||
| Line 9: | Line 9: | ||
| ; <code>SetHealth <[[int]]></code> | ; <code>SetHealth <[[int]]></code> | ||
| : Set the NPC's health. | : Set the NPC's health. | ||
| ; {{EP2 add|<code>AddHealth <int></code>}} | ; {{EP2 add|<code>AddHealth <[[int]]></code>}} | ||
| ; {{EP2 add|<code>RemoveHealth <int></code>}} | ; {{EP2 add|<code>RemoveHealth <[[int]]></code>}} | ||
| : Add to or remove from the NPC's health. | : Add to or remove from the NPC's health. | ||
| ; <code>SetBodyGroup <int></code> | ; <code>SetBodyGroup <[[int]]></code> | ||
| : HACK: Sets this NPC's body group (from 0 - n). You'd better know what you are doing! | : HACK: Sets this NPC's body group (from 0 - n). You'd better know what you are doing! | ||
| ; <code>physdamagescale <[[float]]></code> | ; <code>physdamagescale <[[float]]></code> | ||
| Line 33: | Line 33: | ||
| ; <code>Assault <[[targetname]]></code> | ; <code>Assault <[[targetname]]></code> | ||
| : Start an [[assault]] at the given rally point. | : Start an [[assault]] at the given rally point. | ||
| ; <code>SetSquad <string></code> | ; <code>SetSquad <[[string]]></code> | ||
| : Change the name of this NPC's [[Squads|squad]].  Leaving the parameter blank will remove the NPC from any existing squad. | : Change the name of this NPC's [[Squads|squad]].  Leaving the parameter blank will remove the NPC from any existing squad. | ||
| ; <code>Wake</code> | ; <code>Wake</code> | ||
| : Wakes up the NPC if it is sleeping. | : Wakes up the NPC if it is sleeping. | ||
| ; <code>ForgetEntity <targetname></code> | ; <code>ForgetEntity <[[targetname]]></code> | ||
| : Clears out the NPC's knowledge of a named entity. | : Clears out the NPC's knowledge of a named entity. | ||
| ; <code>GagEnable</code> | ; <code>GagEnable</code> | ||
| ; <code>GagDisable</code> | ; <code>GagDisable</code> | ||
| : Gagged NPCs won't speak (or moan, caw, etc.) unless made to be a choreographed scene. | : Gagged NPCs won't speak (or moan, caw, etc.) unless made to be a choreographed scene. | ||
| ; <code>IgnoreDangerSounds <float></code> | ; <code>IgnoreDangerSounds <[[float]]></code> | ||
| : Ignore danger sounds for the specified number of seconds. | : Ignore danger sounds for the specified number of seconds. | ||
| ; {{EP1 add|<code>HolsterWeapon</code>}} | ; {{EP1 add|<code>HolsterWeapon</code>}} | ||
| Line 51: | Line 51: | ||
| ; {{EP1 add|<code>ForceInteractionWithNPC <[[string]]></code>}} | ; {{EP1 add|<code>ForceInteractionWithNPC <[[string]]></code>}} | ||
| : Force the NPC to use a dynamic interaction with another NPC. Syntax is <code><[[targetname]]> <dynamic interaction></code>. | : Force the NPC to use a dynamic interaction with another NPC. Syntax is <code><[[targetname]]> <dynamic interaction></code>. | ||
| ; {{EP1 add|<code>UpdateEnemyMemory <targetname></code>}} | ; {{EP1 add|<code>UpdateEnemyMemory <[[targetname]]></code>}} | ||
| : Update (or create) this NPC's memory of of the given entity. | : Update (or create) this NPC's memory of of the given entity. | ||
| {{I RenderFields}} | {{I RenderFields}} | ||
Revision as of 06:57, 30 May 2011
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 dispositionare:- D_HT: Hate
- D_FR: Fear
- D_LI: Like
- D_NU: Neutral
 
- SetHealth <int>
- Set the NPC's health.
- Template:EP2 add
- Template:EP2 add
- Add to or remove from the 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>
- Scales the damage taken when this character is hit by a physics object. 0 means this feature is disabled for backwards compatibility.
- Ignite
- Burst into flames.
- IgniteLifetime <float>
- Ignite for the given number of seconds.
- IgniteNumHitboxFires <int>
- Ignite with the given number of hitbox fires.
- IgniteHitboxFireScale <float>
- Ignite with the given hitbox fire scale.
- Break
- Smash into pieces. If this is not possible, disappear.
- Template:EP2 add
- Become a ragdoll without removing yourself?
- 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 NPC's idle speech, and so on.
- Assault <targetname>
- Start an assault at the given rally point.
- SetSquad <string>
- Change the name of this NPC's squad. 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
- GagDisable
- Gagged NPCs won't speak (or moan, caw, etc.) unless made to be a choreographed scene.
- IgnoreDangerSounds <float>
- Ignore danger sounds for the specified number of seconds.
- HolsterWeapon(in all games since ) )
- UnholsterWeapon(in all games since ) )
- 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 ) )
- As HolsterWeapon, except the weapon is destroyed once it has been concealed.
- ForceInteractionWithNPC <string>(in all games since ) )
- Force the NPC to use a dynamic interaction with another NPC. Syntax is <targetname> <dynamic interaction>.
- UpdateEnemyMemory <targetname>(in all games since ) )
- Update (or create) this NPC's memory of of the given entity.
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 rendermodeset to a number other than0.
- 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  ) )
- This object will not receive light or shadows from projected textures.
- EnableReceivingFlashlight   (in all games since  ) )
- This object may receive light or shadows from projected textures.