Npc combine advisor roaming: Difference between revisions
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Bug:This entity was defined in the FGD but not implemented by the engine. [todo tested in ?]
(→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 | 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


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
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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.
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