Template:KV Hintnode: Difference between revisions

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m (Robot: fixing template case.)
(Redirected page to Template:KV HintNode)
 
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'''[[Hint_nodes#Hint|hinttype]]'''
#REDIRECT [[Template:KV HintNode]]
:<choices> Hint
:{|
! Literal Value || Description
|-
| 0 || None
|-
| 2 || World: Window
|-
| 12 || World: Act Busy Hint
|-
| 13 || World: Visually Interesting
|-
| 14 || World: Visually Interesting (Don't aim at)
|-
| 15 || World: Inhibit Combine Mines within 15 feet
|-
| {{EP1 add|16}} || {{EP1 add|World: Visually Interesting (Stealth mode)}}
|-
| 100 || Crouch Cover Medium
|-
| 101 || Crouch Cover Low
|-
| 102 || Waste Scanner Spawn
|-
| 103 || Entrance / Exit Pinch
|-
| 104 || Guard Point
|-
| 105 || Enemy Disadvantage Point
|-
| 106 || Health Kit
|-
| 400 || Antlion: Burrow Point
|-
| 401 || Antlion: Thumper Flee Point
|-
| 450 || Headcrab: Burrow Point
|-
| {{EP1 add|451}} || {{EP1 add|Headcrab: Exit Pod Point}}
|-
| 500 || Roller: Patrol Point
|-
| 501 || Roller: Cleanup Spot
|-
| 700 || Crow: Fly to point
|-
| 701 || Crow: Perch point
|-
| 900 || Follower: Wait point
|-
| 901 || Override jump permission
|-
| 902 || Player squad transition point
|-
| 903 || NPC exit point
|-
| 904 || Strider node
|-
| {{EP1 add|950}} || {{EP1 add|Player Ally: Push away destination}}
|-
| 1000 || HL1 World: Machinery
|-
| 1001 || HL1 World: Blinking Light
|-
| 1002 || HL1 World: Human Blood
|-
| 1003 || HL1 World: Alien Blood
|}
*'''[[Hint_nodes#Hint_Activity|hintactivity]]'''
:<string> Activity associated with this hint node. Various parts of the NPC AI play this activity at times. i.e. Actbusy nodes will play this activity when an NPC acts busy on the node.
*'''[[Hint_nodes#Node_FOV|nodeFOV]]'''
:<integer> Imagine this node requires that an NPC be in the node's field of view in order to use this hint.
*'''[[Hint_nodes#Enable.2FDisable_Hint|StartHintDisabled]]'''
:{{boolean}}
*'''[[Hint_nodes#Hint_Group|Group]]'''
:<string> If specified, gives the hint a specific group name.  Useful for hint nodes that need to be logically grouped together. NPCs may also refuse to use hint nodes that don't match their hint group.
*'''[[Hint_nodes#TargetNode|TargetNode]]'''
:<node_dest> The node ID of an associated target node, if any.
*'''[[Hint_nodes#IgnoreFacing|IgnoreFacing]]'''
:<choices> Don't pay attention to the facing of the node. May not apply to a given hint type.
:{|
! Initial Value || Description
|-
| 0 || No
|-
| 1 || Yes
|-
| 2 || Default
|}
*'''[[Hint_nodes#Minimum.2FMaximum_State|MinimumState]]'''
:<choices> Require an NPC have a minimum state to use the hint.
:{|
! Initial Value || Description
|-
| 1 || Idle
|-
| 2 || Alert
|-
| 3 || Combat
|}
*'''[[Hint_nodes#Minimum.2FMaximum_State|MaximumState]]'''
:<choices> Require an NPC have a maximum state to use the hint.
:{|
! Initial Value || Description
|-
| 1 || Idle
|-
| 2 || Alert
|-
| 3 || Combat
|}

Latest revision as of 08:28, 26 July 2011