Npc spotlight: Difference between revisions
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{{hl2 point|npc_spotlight}} | {{hl2 point|npc_spotlight}} | ||
== Entity description == | == Entity description == | ||
A spotlight that "looks" at enemies. | A spotlight that "looks" at enemies. {{Todo|Add more usefull informations and a screenshot.}} | ||
== Keyvalues == | == Keyvalues == | ||
{{KV BaseNPC}} | |||
{{KV|Health|int|}} | |||
{{KV|YawRange|int|}} | |||
{{KV|PitchMin|int|}} | |||
{{KV|PitchMax|int|}} | |||
{{KV|IdleSpeed|int|}} | |||
{{KV|AlertSpeed|int|}} | |||
{{KV|Spotlight Length|integer|Length of the spotlight beam.}} | |||
{{KV|Spotlight Width|integer|Width of the spotlight beam.}} | |||
== Flags == | == Flags == | ||
* | * 1 : Start On | ||
* 2 : No Dynamic Light | |||
* 4 : Start rotation on | |||
* 8 : Reverse Direction | |||
* 16 : X Axis | |||
* 32 : Y Axis | |||
* 65536 : Start Track On | * 65536 : Start Track On | ||
* 131072 : Start Light On | * 131072 : Start Light On | ||
* 262144 : No Dynamic Light | * 262144 : No Dynamic Light | ||
* 524288 : Never Move | * 524288 : Never Move | ||
== Inputs == | == Inputs == | ||
{{I BaseNPC}} | |||
{{IO|LightOn|Turn the spotlight on.}} | |||
{{IO|LightOff|Turn the spotlight off.}} | |||
{{IO|TrackOn|}} | |||
{{IO|TrackOff|}} | |||
== Outputs == | == Outputs == | ||
{{O BaseNPC}} | |||
{{IO|OnAlert|Fires when the spotlight alerted by sound.}} | |||
{{IO|DetectedEnemy|Outputs enemy entity when spotlight finds and starts tracking enemy.|param=string}} | |||
{{IO|LostEnemy|Outputs enemy entity when spotlight loses enemy that it's tracking, if enemy still exists.|param=string}} | |||
{{IO|SquadDetectedEnemy|Outputs enemy entity when squad finds and starts tracking enemy.|param=string}} | |||
{{IO|SquadLostEnemy|Outputs enemy entity when squad loses enemy that it's tracking, if entity still exists.|param=string}} | |||
{{IO|LightPosition|Position of the end of the spotlight beam.|param=string}} | |||
[[Category:Lighting]] | [[Category:Lighting]] |
Revision as of 03:39, 5 February 2012

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Entity description
A spotlight that "looks" at enemies.
Todo: Add more usefull informations and a screenshot.
Keyvalues
CBaseCombatCharacter:
CAI_BaseNPC:
DamageFilter:
|
Flags
- 1 : Start On
- 2 : No Dynamic Light
- 4 : Start rotation on
- 8 : Reverse Direction
- 16 : X Axis
- 32 : Y Axis
- 65536 : Start Track On
- 131072 : Start Light On
- 262144 : No Dynamic Light
- 524288 : Never Move
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:
- LightOn
- Turn the spotlight on.
- LightOff
- Turn the spotlight off.
- TrackOn
- TrackOff
Outputs
|
- OnAlert
- Fires when the spotlight alerted by sound.
- DetectedEnemy <string >
- Outputs enemy entity when spotlight finds and starts tracking enemy.
- LostEnemy <string >
- Outputs enemy entity when spotlight loses enemy that it's tracking, if enemy still exists.
- SquadDetectedEnemy <string >
- Outputs enemy entity when squad finds and starts tracking enemy.
- SquadLostEnemy <string >
- Outputs enemy entity when squad loses enemy that it's tracking, if entity still exists.
- LightPosition <string >
- Position of the end of the spotlight beam.