Ru/Npc personality core: Difference between revisions

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[[File:Wheatley_plugged.jpg|thumb|right|200px| Уитли подключен к порту]]
[[File:Wheatley_plugged.jpg|thumb|right|200px| Уитли подключен к порту]]



Revision as of 09:09, 5 May 2012

Template:Otherlang2

Уитли подключен к порту

Template:Portal2 point Это ядро личности на компьютере GlaDOS, таких как Wheatley.

Важно отметить, повреждены сферы не передают их набор диалог только с кожей выбор. Они должны быть вызваны, чтобы играть их сцены с помощью VScript ов и logic_choreographed_scenes.

Note.pngПримечание:Некоторые ключ-парамеры(en), признаки появления, признаки эффектов, входы(en) или выходы(en) могут не влиять на НИП(en) в зависимости от их функциональности и реализации исходного кода.

Keyvalues

Alt Model Skin ([todo internal name (i)]) <варианты выбора>
При использовании кожа "Альт", это определяет цвет глаз - Если вы не используете альт кожи, (0 = broken) (1=normal)
  • 0 : Blue Eye / Broken (Wheatley)
  • 1 : Green Eye / Normal (Adventure Core)
  • 2 : Red Eye / NA (Space Core)
  • 3 : Purple Eye / NA (Fact Core)
Use Alternate Skins ([todo internal name (i)]) <булева переменная(en)>
логическое

TalkNPC:

Use Sentence (UseSentence) <строка(en)>
Sentence spoken when the NPC gets +used by a player
Un-Use Sentence (UnUseSentence) <строка(en)>
Sentence spoken NPC gets used again
Don't Use Speech Semaphore (DontUseSpeechSemaphore) <булева переменная(en)>
Friendly NPCs are not allowed to speak if another friendly NPC is speaking. In some cases, we don't want speaking NPCs to prevent other NPCs from speaking (for instance, if there is a friendly NPC speaking for a long time on a monitor). To make this NPC not prevent other NPCs from talking, make it not grab the semaphore when it speaks.
BaseNPC keyvalues

CBaseCombatCharacter:

Relationship (Relationship) <строка(en)> Отсутствует в FGD!
<string|targetname or classname> <string|disposition> <int|rank>
Changes whether this entity likes or dislikes certain other things. Used like the ai_relationship entity, with this entity as the subject.
Values for disposition are:
  • D_HT: Hate
  • D_FR: Fear
  • D_LI: Like
  • D_NU: Neutral
Physics Impact Damage Scale (physdamagescale) <число с плавающей запятой(en)>
Multiplier for damage amount when this entity is hit by a physics object. With a value of 0 the entity will take no damage from physics.

CAI_BaseNPC:

Target Path Corner (target) <целевой объект(en)>
The path_corner that this NPC will move to after spawning.
Squad Name (squadname) <строка(en)>
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 (hintgroup) <строка(en)>
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 (hintlimiting) <булева переменная(en)>
Limits NPC to using specified hint group for navigation requests. Does not limit local navigation.
Sleep State (sleepstate) <варианты выбора>
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
Wake Radius (wakeradius) <число с плавающей запятой(en)>
Auto-wake if player comes within this distance.
Wake Squad (wakesquad) <булева переменная(en)>
Wake all of the NPCs squadmates if the NPC is woken.
Enemy Filter (enemyfilter) <целевой объект(en)>
Filter entity to test targets against.
Ignore unseen enemies (ignoreunseenenemies) <булева переменная(en)>
Prefers visible enemies, regardless of distance or relationship priority.

DamageFilter:

Damage Filter (damagefilter) <целевой объект(en)>
Name of the filter_damage_type entity that controls which entities can damage us.
Parentname:
Parent (parentname) <целевой объект(en)>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.

Flags

TalkNPC:
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]
Note.pngПримечание:This flag is disabled in Half-Life 2: Episode One Half-Life 2: Episode Two episodic for player companions, because the StartScripting input does this.
Don't drop weapons : [8192]
Ignore player push : [16384] (Во всех играх начиная с Source 2006)
Entity won't give way to player.

Входы == ==

EnableMotion
Включить физика движения / столкновения ответ.
DisableMotion
Отключить физику движения / столкновения ответ.
EnableFlashlight
. Включите глаз фонариком
DisableFlashlight
Отключить глаза фонариком.
ForcePickup
. Группу игрока пикап области
EnablePickup
Разрешить игроку пикап.
DisablePickup
Отключить плеер пикап.
PlayAttach
. Играть придают анимации, используемый для синхронизации с разъемом анимации
PlayDetach
. Воспроизведите анимацию отключения, используемый для синхронизации с разъемом анимации
PlayLock
. Играть замок анимации, используемый для синхронизации с разъемом анимации
SetIdleSequence
Сделать последовательность для использования в качестве простоя
ClearIdleSequence
. Переключение в режим простоя анимации
Взорвано
. Взорвать области

Template:Я TalkNPC Template:Я Parentname

Выходы == ==

OnPlayerPickup
. Сгорело, когда игрок поднимает основной
OnPlayerDrop
. Сгорело, когда игрок падает основной
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."
Нужно сделать: 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 <целевой_объект*>
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 <целевой_объект*>
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.