Npc combine s: Difference between revisions
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Tip: You can use any weapon, not just the ones listed; though they may not work properly.
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[[File:Npc combine s.jpg|right|500px]] | |||
[[ | {{hl2 point|npc_combine_s}} It is a [[Combine]] Overwatch soldier. It comes in several variants: Regular, Nova Prospekt, and Elite. | ||
==Dedicated Console Variables== | |||
{{ | {{IO|sk_combine_s_health|param=int|A regular/Nova Prospekt soldier's spawn health}} | ||
{{IO|sk_combine_s_kick|param=int|A regular/Nova Prospekt soldier's melee damage}} | |||
{{IO|sk_combine_guard_health|param=int|A Combine Elite Soldier's spawn health}} | |||
{{IO|sk_combine_guard_kick|param=int|A Combine Elite Soldier's melee damage}} | |||
==Keyvalues== | ==Keyvalues== | ||
{{KV|Model|choices|Which type of soldier this is. Elite soldiers have more health and deal more damage.}} | |||
{{KV|Tactical Variant|choices|Options are: | |||
:* Normal Tactics | |||
:* Pressure the enemy (Keep advancing) | |||
:* Pressure until within 30ft, then normal | |||
}} | |||
{{KV|Walk Easy|bool|When true, will use a variety of more casual walking animations instead of the standard walk. For use in crowds. {{note|this animation only has a north component. For use under very special circumstances only.}}}} | |||
{{KV BaseCombine}} | |||
{{ | |||
==Flags== | ==Flags== | ||
Line 105: | Line 62: | ||
* '''OnRappelTouchdown''' | * '''OnRappelTouchdown''' | ||
: Fires when done rappeling | : Fires when done rappeling | ||
[[Category:Entities]] | [[Category:Entities]] | ||
[[Category:NPCs]] | [[Category:NPCs]] | ||
[[Category:Half-Life 2 NPCs]] | [[Category:Half-Life 2 NPCs]] |
Revision as of 16:53, 28 June 2011
Template:Hl2 point It is a Combine Overwatch soldier. It comes in several variants: Regular, Nova Prospekt, and Elite.
Dedicated Console Variables
- sk_combine_s_health <integer >
- A regular/Nova Prospekt soldier's spawn health
- sk_combine_s_kick <integer >
- A regular/Nova Prospekt soldier's melee damage
- sk_combine_guard_health <integer >
- A Combine Elite Soldier's spawn health
- sk_combine_guard_kick <integer >
- A Combine Elite Soldier's melee damage
Keyvalues
- Model ([todo internal name (i)]) <choices>
- Which type of soldier this is. Elite soldiers have more health and deal more damage.
- Tactical Variant ([todo internal name (i)]) <choices>
- Options are:
- Normal Tactics
- Pressure the enemy (Keep advancing)
- Pressure until within 30ft, then normal
- Walk Easy ([todo internal name (i)]) <boolean>
- When true, will use a variety of more casual walking animations instead of the standard walk. For use in crowds.
Note:this animation only has a north component. For use under very special circumstances only.
BaseCombine:
- Weapons (additionalequipment) <choices>
- What weapon this Combine NPC should spawn with. Choices are:
- AR2
Tip: Soldiers are more accurate with an AR2 in Episode One and Episode Two than in Half-Life 2.
- Shotgun
- SMG1
- Stun Stick (does not work on Soldiers)
- Nothing
- AR2

- Number of Grenades (NumGrenades) <choices>
- How many grenades this NPC can throw (0-5 or infinite). NPCs do not normally pick up replacement grenades.
Tip: You are not limited to the number of grenades listed, you can add in any number of grenades in the key field like 10 or 20.
RappelNPC:
- Waiting to Rappel? (waitingtorappel) <boolean>
- If yes, this NPC spawns suspended in air and awaits a
BeginRappel
input. It will then spawn a zipline and slide down. When it hits the ground, NPC will cut away the line and try to move forward a few feet to make room for the next NPC. The NPC will not attempt to clear its landing space if it cannot do so by taking a few steps forward.
CBaseCombatCharacter:
CAI_BaseNPC:
DamageFilter:
|
Flags
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]
- Don't drop weapons : [8192]
- Ignore player push : [16384] (in all games since
)
- Entity won't give way to player.
- 65536 : Start LookOff
- Used when you only want combine to react to what the spotlight sees
- 131072 : Don't drop grenades (in all games since
)
- 262144 : Don't drop ar2 alt fire (elite only) (in all games since
)
Inputs
BaseNPC inputs
CAI_BaseNPC:
- ActivateSpeedModifier !FGD
- DisableSpeedModifier !FGD
- Break
- Smash into pieces. If this is not possible, disappear.
- BecomeRagdoll (in all games since
)
- 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
)
- Force the NPC to use a dynamic interaction with another NPC. Syntax is <targetname> <dynamic interaction>.
- ForgetEntity <targetname >
- Clears out the NPC's knowledge of a named entity.
- UpdateEnemyMemory (in all games since
)
- 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
)
- 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
)
- Same as
HolsterWeapon
, except the weapon is destroyed once it has been concealed.
- IgnoreDangerSounds <float >
- Ignore danger sounds for the specified number of seconds.
- InsideTransition !FGD
- OutsideTransition !FGD
- SetBodyGroup <integer >
- HACK: Sets this NPC's body group (from 0–n).
- SetEnemyFilter <string >
- SetHealth <integer >
- Set the NPC's health.
- SetMaxLookDistance <float > (only in
)
- Sets the maximum look distance for the NPC. Defaults are 2048 and 6000 for long range NPCs.
- 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
: HateD_FR
: FearD_LI
: LikeD_NU
: Neutral
- SetSquad <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 <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:
- BeginRappel
- Used if the keyvalue waitingtorappel is set to 1
- LookOn
- Look normally
- LookOff
- Don't look for myself, use other squad member's eyes
- StartPatrolling
- Patrol whenever I'm idle or alert.
- StopPatrolling
- Stop patrolling when I'm idle or alert.
- ThrowGrenadeAtTarget <target_destination>
- Throw a grenade at the specified target.
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.
|}
- OnRappelTouchdown
- Fires when done rappeling