Template:KV BaseCombine: Difference between revisions
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(Created page with "{{ScrollBox|title=BaseCombine|noscroll=true| {{KV|Weapons|choices|What weapon this Combine NPC should spawn with. Choices are: :* AR2 :* Shotgun...") |
(added tip about AR2 soldiers) |
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{{ScrollBox|title=BaseCombine|noscroll=true| | {{ScrollBox|title=BaseCombine|noscroll=true| | ||
{{KV|Weapons|choices|What weapon this Combine NPC should spawn with. Choices are: | {{KV|Weapons|choices|What weapon this Combine NPC should spawn with. Choices are: | ||
:* [[weapon_ar2|AR2]] | :* [[weapon_ar2|AR2]] {{tip| Soldiers are more accurate with an AR2 in Episode One and Episode Two than in Half-Life 2.}} | ||
:* [[weapon_shotgun|Shotgun]] | :* [[weapon_shotgun|Shotgun]] | ||
:* [[weapon_smg1|SMG1]] | :* [[weapon_smg1|SMG1]] |
Revision as of 20:08, 28 July 2015
BaseCombine:
- Weapons ([todo internal name (i)]) <choices>
- What weapon this Combine NPC should spawn with. Choices are:
- AR2
Tip: Soldiers are more accurate with an AR2 in Episode One and Episode Two than in Half-Life 2.
- Shotgun
- SMG1
- Stun Stick (does not work on Soldiers)
- Nothing
- AR2
- Number of Grenades ([todo internal name (i)]) <choices>
- How many grenades this NPC can throw (0-5 or infinite). NPCs do not normally pick up replacement grenades.
RappelNPC:
- Waiting to Rappel? (waitingtorappel) <boolean>
- If yes, this NPC spawns suspended in air and awaits a
BeginRappel
input. It will then spawn a zipline and slide down. When it hits the ground, NPC will cut away the line and try to move forward a few feet to make room for the next NPC. The NPC will not attempt to clear its landing space if it cannot do so by taking a few steps forward.
CBaseCombatCharacter:
CAI_BaseNPC:
DamageFilter:
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