Npc combinegunship: Difference between revisions
		
		
		
		
		
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Note:The gunship does not use info_node_air for navigation. It follows path_tracks exclusively! It does so quite intelligently though, so the result looks rather dynamic.
Note:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.
Tip:Use info_target_gunshipcrash entities to suggest spectacular crashing points for defeated gunships.
Tip:npc_heli_avoidsphere works with this npc
		
	
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{{NPCNote}}  | {{NPCNote}}  | ||
{{tip|Use [[info_target_gunshipcrash]] entities to suggest spectacular crashing points for defeated gunships.}}  | {{tip|Use [[info_target_gunshipcrash]] entities to suggest spectacular crashing points for defeated gunships.}}  | ||
{{tip|[[npc_heli_avoidsphere]] works with this npc}}  | |||
Revision as of 17:54, 28 July 2015
Template:Hl2 point A flying Combine NPC with one main gun and the ability to track and shoot down RPGs.
Dedicated Console Variables
- sk_gunship_burst_size <int>
 - Fire off this many bullets in a burst.
 - sk_gunship_burst_min <float>
 - Todo: Add a description for this variable.
 - sk_gunship_burst_dist <float>
 - Todo: Add a description for this variable.
 - sk_gunship_health_increments <int>
 - Number of times the gunship must be struck by explosive damage (multiplied for skill settings).
 - g_debug_gunship <choices>
 - Debug type:
- 0: Disabled
 - 1: Leading
 - 2: Path
 - 3: Stitching
 
 
- sk_npc_dmg_gunship <float>
 - Used by ammotype "CombineCannon".
 - sk_npc_dmg_gunship_to_plr <float>
 - Used by ammotype "CombineCannon".
 
Keyvalues
BaseHelicopter:
- Initial Speed (InitialSpeed) <string>
 - The speed that the entity should try to reach as soon as it spawns
 
- Target path_track (target) <targetname>
 - The name of a path_track that this NPC will fly to after spawning.
 
Flags
- 1 : Wait Till Seen
 - 2 : Gag (No IDLE sounds until angry)
 - 4 : Fall to ground (unchecked means *teleport* to ground)
 - 8 : Drop Healthkit
 - 16 : Efficient - Don't acquire enemies or avoid obstacles
 - 32 : No Rotorwash
 - 64 : Await Input
 - 128 : Wait For Script
 - 256 : Long Visibility/Shoot
 - 512 : Fade Corpse
 - 1024 : Think outside PVS
 - 2048 : Template NPC (used by npc_maker, will not spawn)
 - 4096 : No ground attack
 - 8192 : Don't drop weapons
 
Inputs
OmniscientOn- Gunship knows target's location even when target is out of sight or behind cover
 OmniscientOff- Gunship relies on normal sight functions to locate target
 BlindfireOn- Gunship will fire at an unseen target, attempting to punch through to them
 BlindfireOff- Gunship only fires at visible target
 SetPenetrationDepth <float>- Set penetration depth of bullets
 SetDockingBBox- Shrink Bounding Box
 SetNormalBBox- Set Bounding Box to normal size
 EnableGroundAttack- Allow the gunship to use its ground attack
 DisableGroundAttack- Don't allow the gunship to use its ground attack
 DoGroundAttack <string>- Causes the gunship to execute its ground attack
 BecomeInvulnerable- Stops the gunship from taking damage, but still makes sounds effects
 BecomeVulnerable- Makes the gunship act normally to damage
 EnableRotorSoundDisableRotorSound
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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Outputs
OnFireCannon- Fires when the gunship fires a cannon round
 OnFirstDamage- Fired when the first damage is done to the gunship.
 OnSecondDamage- Fired when the second damage is done to the gunship.
 OnThirdDamage- Fired when the third damage is done to the gunship.
 OnFourthDamage- Fired when the fourth damage is done to the gunship.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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