Ru/Npc personality core: Difference between revisions
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{{IO | ClearIdleSequence |. Переключение в режим простоя анимации}} | {{IO | ClearIdleSequence |. Переключение в режим простоя анимации}} | ||
{{IO | Взорвано |. Взорвать области}} | {{IO | Взорвано |. Взорвать области}} | ||
{{ | {{I TalkNPC}} | ||
{{ | {{I Parentname}} | ||
Выходы == == | Выходы == == |
Revision as of 09:17, 5 May 2012
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.

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 >
- логическое
TalkNPC:
- Un-Use Sentence (UnUseSentence) <строка >
- Sentence spoken NPC gets used again
- Don't Use Speech Semaphore (DontUseSpeechSemaphore) <булева переменная >
- 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.
CBaseCombatCharacter:
CAI_BaseNPC:
DamageFilter:
|
Parentname:
- Parent (parentname) <целевой объект >
- 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]
- Don't drop weapons : [8192]
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
TalkNPC:
- SpeakResponseConcept <строка > (Во всех играх начиная с
)
- Speak the specified response concept immediately.
BaseNPC inputs
CAI_BaseNPC:
- ActivateSpeedModifier Отсутствует в FGD!
- DisableSpeedModifier Отсутствует в FGD!
- Break
- Smash into pieces. If this is not possible, disappear.
- BecomeRagdoll (Во всех играх начиная с
)
- Remove itself and instantly become a ragdoll with zero force (just go limp). OnDeath, etc. outputs will NOT be fired.
- ForceInteractionWithNPC <string> <string> (Во всех играх начиная с
)
- Force the NPC to use a dynamic interaction with another NPC. Syntax is <targetname> <dynamic interaction>.
- ForgetEntity <целевой объект >
- Clears out the NPC's knowledge of a named entity.
- UpdateEnemyMemory (Во всех играх начиная с
)
- 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.
- UnholsterWeapon (Во всех играх начиная с
)
- Force the NPC to holster or unholster their weapon. Ignored if the NPC is scripting or if the NPC doesn't use weapons.
- HolsterAndDestroyWeapon (Во всех играх начиная с
)
- Same as
HolsterWeapon
, except the weapon is destroyed once it has been concealed.
- IgnoreDangerSounds <число с плавающей запятой >
- Ignore danger sounds for the specified number of seconds.
- InsideTransition Отсутствует в FGD!
- OutsideTransition Отсутствует в FGD!
- SetBodyGroup <целое число >
- HACK: Sets this NPC's body group (from 0–n).
- SetEnemyFilter <строка >
- SetHealth <целое число >
- Set the NPC's health.
- 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 <строка >
- 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 Отсутствует в 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 <число с плавающей запятой >
- 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:
Parentname:
- SetParent <строка >
- Move with this entity. See Entity Hierarchy (parenting).
- SetParentAttachment <строка >
- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
- SetParentAttachmentMaintainOffset <строка >
- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
- ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
Выходы == ==
- OnPlayerPickup
- . Сгорело, когда игрок поднимает основной
- OnPlayerDrop
- . Сгорело, когда игрок падает основной
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