Template:KV BaseNPC: Difference between revisions
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{{ScrollBox|title=BaseNPC| | {{ScrollBox|title=BaseNPC| | ||
{{KV|Target Path Corner|targetname|The [[path_corner]] that this NPC will move to after spawning.}} | |||
{{KV|Squad Name|string|NPCs that are in the same [[squads|squad]] (i.e. have matching squad names) will share information about enemies, and will take turns attacking and covering each other.}} | |||
{{KV|Hint Group|string|[[Hintgroup|Hint groups]] are used by NPCs to restrict their hint-node searching to a subset of the map's hint nodes. Only hint nodes with matching hint group names will be considered by this NPC.}} | |||
{{KV|Hint Limit Nav|bool|Limits NPC to using specified hint group for navigation requests, but does not limit local navigation.}} | |||
{{KV|Sleep State|choices|Holds the NPC in stasis until specified condition. See also 'Wake Radius' and 'Wake Squad'. | |||
:* 0: None | |||
:* 0: | |||
:* 1: Waiting for threat | :* 1: Waiting for threat | ||
:* 2: Waiting for PVS | :* 2: Waiting for PVS | ||
:* 3: Waiting for input, ignore PVS | :* 3: Waiting for input, ignore PVS | ||
:* | :* 4: Auto PVS | ||
:* | :* 5: Auto PVS after PVS | ||
}} | |||
{{KV|Wake Radius|float|Auto-wake if player within this distance}} | |||
{{KV|Wake Squad|bool|Wake all of the NPCs squadmates if the NPC is woken}} | |||
{{KV|Enemy Filter|targetname|[[Filter]] entity to test targets against}} | |||
{{KV|Ignore unseen enemies|bool|}} | |||
{{KV|Physics Impact Damage Scale|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.}} | |||
{{KV DamageFilter}} | {{KV DamageFilter}} | ||
{{KV ResponseContext}} | {{KV ResponseContext}} |
Revision as of 22:11, 2 May 2012
BaseNPC:
- Target Path Corner ([todo internal name (i)]) <targetname>
- The path_corner that this NPC will move to after spawning.
- Squad Name ([todo internal name (i)]) <string>
- NPCs that are in the same squad (i.e. have matching squad names) will share information about enemies, and will take turns attacking and covering each other.
- Hint Group ([todo internal name (i)]) <string>
- Hint groups are used by NPCs to restrict their hint-node searching to a subset of the map's hint nodes. Only hint nodes with matching hint group names will be considered by this NPC.
- Hint Limit Nav ([todo internal name (i)]) <boolean>
- Limits NPC to using specified hint group for navigation requests, but does not limit local navigation.
- Sleep State ([todo internal name (i)]) <choices>
- Holds the NPC in stasis until specified condition. See also 'Wake Radius' and 'Wake Squad'.
- 0: None
- 1: Waiting for threat
- 2: Waiting for PVS
- 3: Waiting for input, ignore PVS
- 4: Auto PVS
- 5: Auto PVS after PVS
- Enemy Filter ([todo internal name (i)]) <targetname>
- Filter entity to test targets against
- Physics Impact Damage Scale ([todo internal name (i)]) <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:
- Damage Filter (damagefilter) <targetname>
- Name of the filter_damage_type entity that controls which entities can damage us.
ResponseContext:
- Response Contexts (ResponseContext) <string>
- Pre-defined response system context{s} for this entity. Format is
key:value,key:value,...
When this entity speaks, the list of keys & values will be passed to the response rules system.
Shadow:
- Disable Shadows (disableshadows) <boolean>
- Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a prop_static. Does not affect shadow mapping.
- Disable Receiving Shadows (disablereceiveshadows) <boolean>
- Prevent the entity from receiving dynamic shadows on itself.
- Shadow Cast Distance (shadowcastdist) <integer> !FGD
- Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
- Disable Shadow Depth (disableshadowdepth) <boolean> (in all games since
)
- Used to disable rendering into shadow depth (for projected textures) for this entity.
- Disable flashlight (disableflashlight) <boolean> (in all games since
)
- Used to disable projected texture lighting and shadows on this entity.
- Projected Texture Cache (shadowdepthnocache) <integer choices> (in all games since
)
- Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
Choices - 0 : Default
- 1 : No cache - render every frame
- 2 : Cache it - render only once
RenderFields:
- Render Mode (rendermode) <byte choices>
- Set a non-standard rendering mode on this entity.
Render Modes
- Render FX (renderfx) <byte choices>
- Various somewhat legacy alpha effects. See render effects.
- Render Amount / Transparency (renderamt) <byte>
- Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
- Render Color (R G B) (rendercolor) <color255>
- Color tint.
- Pitch Yaw Roll (Y Z X) (angles) <QAngle>
- This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities