Npc manhack: Difference between revisions
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Note:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.
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{{DISPLAYTITLE:npc_manhack}} | {{DISPLAYTITLE:npc_manhack}} | ||
{{hl2 point|npc_manhack}} | {{hl2 point|npc_manhack}} | ||
[[Image:Manhack.jpg| | [[Image:Manhack.jpg|thumb|300px|right|Manhack]] | ||
Essentially a physics prop with AI, the Manhack does exactly what its name suggests. Can be carried and thrown by [[npc_metropolice|Metrocops]]. | Essentially a physics prop with AI, the Manhack does exactly what its name suggests. Can be carried and thrown by [[npc_metropolice|Metrocops]]. | ||
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==Keyvalues== | ==Keyvalues== | ||
{{KV BaseNPC}} | |||
==Flags== | ==Flags== | ||
{{Fl BaseNPC}} | |||
* 65536 : Start packed up (folded and engine off) | * 65536 : Start packed up (folded and engine off) | ||
* 131072 : Don't use any damage effects | * 131072 : Don't use any damage effects | ||
* 262144 : Use Air Nodes | * 262144 : Use Air Nodes | ||
* 1048576 : No Danger Sounds | * 1048576 : No Danger Sounds | ||
==Inputs== | ==Inputs== | ||
{{I BaseNPC}} | |||
{{I AlyxInteractable}} | |||
{{IO|DisableSwarm|Disable the manhack swarm behavior.}} | |||
{{IO|Unpack|Causes the manhack to stop being packed up.}} | |||
==Outputs== | ==Outputs== | ||
{{O BaseNPC}} | |||
{{O AlyxInteractable}} | |||
[[Category:Entities]] | |||
[[Category:Half-Life 2 NPCs]] | |||
[[Category:Entities]][[Category:Half-Life 2 NPCs]] |
Revision as of 03:02, 5 February 2012
Essentially a physics prop with AI, the Manhack does exactly what its name suggests. Can be carried and thrown by Metrocops.
- This is a flying NPC that uses info_node_air, info_node_air_hint or path_tracks for AI navigation.

Dedicated Console Variables
- sk_manhack_health <int>
- A manhack's spawn health (Default: 25).
- sk_manhack_melee_dmg >int>
- Melee damage (Default: 20).
Keyvalues
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 packed up (folded and engine off)
- 131072 : Don't use any damage effects
- 262144 : Use Air Nodes
- 1048576 : No Danger Sounds
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:
AlyxInteractable:
- InteractivePowerDown (in all games since
)
- Shutdown this target.
- DisableSwarm
- Disable the manhack swarm behavior.
- Unpack
- Causes the manhack to stop being packed up.
Outputs
|
- OnAlyxStartedInteraction
- Fired when Alyx begins to interact with this entity.
- OnAlyxFinishedInteraction
- Fired when Alyx has finished interacting with this entity.