Npc combine advisor roaming: Difference between revisions

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(→‎Entity Description: Pointed out its removal, added some more info)
(Added KVs, Flags and I/O)
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A Combine Advisor. It has multiple attacks that can be triggered by input or, possibly, AI. This particular entity appears in no released games, however, variants have appeared in the previous Half-Life games, such as [[npc_advisor]], [[prop_dynamic]], and [[generic_actor]].
A Combine Advisor. It has multiple attacks that can be triggered by input or, possibly, AI. This particular entity appears in no released games, however, variants have appeared in the previous Half-Life games, such as [[npc_advisor]], [[prop_dynamic]], and [[generic_actor]].


Note that, although this entity appeared in the [[Portal 2]] mapping tools (it was removed in an update on 28 May 2011), it will not spawn in the game. A theory is that this entity was left over from the Episode Three mapping tools, however, it has yet to be confirmed.
Note that, although this entity appeared in the [[Portal 2]] mapping tools (it was removed in an update on 28 May 2011), it will not spawn in the game. A theory is that this entity was left over from the [[Episode Three]] mapping tools, however, it has yet to be confirmed.


The entity appeared to function similarly to a [[npc_combinegunship|gunship]], being based on [[CBaseHelicopter]] and having a crash target entity.
The entity appeared to based on the [[npc_combinegunship|gunship]].
 
==Keyvalues==
These Keyvalues, Flags, Inputs and Outputs are all taken from the FGD which was originally shipped with the [[Portal 2 Authoring Tools]].
 
{{KV BaseHelicopter}}
 
==Flags==
 
* 1 : Wait Till Seen
* 2 : Gag (No IDLE sounds until angry)
* 4 : Fall to ground (unchecked means *teleport* to ground)
* 8 : Drop Healthkit
* 16 : Efficient - Don't acquire enemies or avoid obstacles
* 32 : No Rotorwash
* 64 : Await Input
* 128 : Wait For Script
* 256 : Long Visibility/Shoot
* 512 : Fade Corpse
* 1024 : Think outside PVS
* 2048 : Template NPC (used by npc_maker, will not spawn)
* 4096 : No ground attack
* 8192 : Don't drop weapons
 
==Inputs==
 
; <code>OmniscientOn</code>
: Advisor knows target's location even when target is out of sight or behind cover
; <code>OmniscientOff</code>
: Advisor relies on normal sight functions to locate target
; <code>BlindfireOn</code>
: Advisor will fire at an unseen target, attempting to punch through to them
; <code>BlindfireOff</code>
: Advisor only fires at visible target
; <code>SetPenetrationDepth <float></code>
: Set penetration depth of bullets
; <code>SetDockingBBox</code>
: Shrink Bounding Box
; <code>SetNormalBBox</code>
: Set Bounding Box to normal size
; <code>EnableGroundAttack</code>
: Allow the advisor to use its ground attack
; <code>DisableGroundAttack</code>
: Don't allow the advisor to use its ground attack
; <code>DoGroundAttack <string></code>
: Causes the advisor to execute its ground attack
; <code>BecomeInvulnerable</code>
: Stops the advisor from taking damage, but still makes sounds effects
; <code>BecomeVulnerable</code>
: Makes the advisor act normally to damage
; <code>EnableRotorSound</code>
; <code>DisableRotorSound</code>
; <code>DoAvalancheBlast</code>
: Performs an avalanche blast
; <code>DoSpitAttack</code>
: Performs a spit attack
; <code>SetMaxSpeed <float></code>
: Adjusts max speed for the advisor
; <code>DropShield <float></code>
: Drops advisor shield for x seconds (0 sec will use default)
; <code>SetRetreatTrack <string></code>
: Sets a retreat track for advisor to fly to when receiving too much damage
{{I BaseHelicopter}}
 
==Outputs==
 
; <code>OnFireCannon</code>
: Fires when the advisor fires a cannon round
; <code>OnFirstDamage</code>
: Fired when the first damage is done to the advisor.
; <code>OnSecondDamage</code>
: Fired when the second damage is done to the advisor.
; <code>OnThirdDamage</code>
: Fired when the third damage is done to the advisor.
; <code>OnFourthDamage</code>
: Fired when the fourth damage is done to the advisor.
{{O BaseNPC}}


==See Also==
==See Also==
[[npc_advisor]]
*[[npc_advisor]]
 
*[[Advisor]]
[[Advisor]]

Revision as of 15:55, 19 August 2011

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Template:Portal2 point

Icon-Bug.pngBug:This entity was defined in the FGD but not implemented by the engine.  [todo tested in ?]


Advisor, as seen in Episode Two


Entity Description

A Combine Advisor. It has multiple attacks that can be triggered by input or, possibly, AI. This particular entity appears in no released games, however, variants have appeared in the previous Half-Life games, such as npc_advisor, prop_dynamic, and generic_actor.

Note that, although this entity appeared in the Portal 2 mapping tools (it was removed in an update on 28 May 2011), it will not spawn in the game. A theory is that this entity was left over from the Episode Three mapping tools, however, it has yet to be confirmed.

The entity appeared to based on the gunship.

Keyvalues

These Keyvalues, Flags, Inputs and Outputs are all taken from the FGD which was originally shipped with the Portal 2 Authoring Tools.

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.

Flags

  • 1 : Wait Till Seen
  • 2 : Gag (No IDLE sounds until angry)
  • 4 : Fall to ground (unchecked means *teleport* to ground)
  • 8 : Drop Healthkit
  • 16 : Efficient - Don't acquire enemies or avoid obstacles
  • 32 : No Rotorwash
  • 64 : Await Input
  • 128 : Wait For Script
  • 256 : Long Visibility/Shoot
  • 512 : Fade Corpse
  • 1024 : Think outside PVS
  • 2048 : Template NPC (used by npc_maker, will not spawn)
  • 4096 : No ground attack
  • 8192 : Don't drop weapons

Inputs

OmniscientOn
Advisor knows target's location even when target is out of sight or behind cover
OmniscientOff
Advisor relies on normal sight functions to locate target
BlindfireOn
Advisor will fire at an unseen target, attempting to punch through to them
BlindfireOff
Advisor only fires at visible target
SetPenetrationDepth <float>
Set penetration depth of bullets
SetDockingBBox
Shrink Bounding Box
SetNormalBBox
Set Bounding Box to normal size
EnableGroundAttack
Allow the advisor to use its ground attack
DisableGroundAttack
Don't allow the advisor to use its ground attack
DoGroundAttack <string>
Causes the advisor to execute its ground attack
BecomeInvulnerable
Stops the advisor from taking damage, but still makes sounds effects
BecomeVulnerable
Makes the advisor act normally to damage
EnableRotorSound
DisableRotorSound
DoAvalancheBlast
Performs an avalanche blast
DoSpitAttack
Performs a spit attack
SetMaxSpeed <float>
Adjusts max speed for the advisor
DropShield <float>
Drops advisor shield for x seconds (0 sec will use default)
SetRetreatTrack <string>
Sets a retreat track for advisor to fly to when receiving too much damage
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 <floatRedirectInput/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 <targetnameRedirectInput/string>
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 <targetnameRedirectInput/string>
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 <targetnameRedirectInput/string>
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 <targetnameRedirectInput/string>
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
Icon-Bug.pngBug:Non-functional.  [todo tested in ?]
MissileOff
Stops the chopper firing rockets
Icon-Bug.pngBug:Non-functional.  [todo tested in ?]

Outputs

OnFireCannon
Fires when the advisor fires a cannon round
OnFirstDamage
Fired when the first damage is done to the advisor.
OnSecondDamage
Fired when the second damage is done to the advisor.
OnThirdDamage
Fired when the third damage is done to the advisor.
OnFourthDamage
Fired when the fourth damage is done to the advisor.
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.

See Also