Template:O BaseNPC: Difference between revisions
Jump to navigation
Jump to search
TomEdwards (talk | contribs) mNo edit summary |
(Forward compatability (change to use Template:IO), add OnSleep and OnForcedInteraction*) |
||
Line 1: | Line 1: | ||
{{ScrollBox|title=BaseNPC| | {{ScrollBox|title=BaseNPC| | ||
{{IO|OnDamaged|Fired when this NPC takes damage {{activator|damage inflictor}}}} | |||
{{IO|OnDeath|Fired when this NPC is killed {{activator|killer}}}} | |||
{{IO|OnHalfHealth|Fired when this NPC reaches half of its maximum health}} | |||
{{IO|OnHearWorld|Fired when this NPC hears a sound (other than combat or the player)}} | |||
{{IO|OnHearPlayer|Fired when this NPC hears the player}} | |||
{{IO|OnHearCombat|Fired when this NPC hears combat sounds}} | |||
{{IO|OnFoundEnemy|Fired when this NPC establishes line of sight to its enemy|param=targetname}} | |||
{{IO|OnLostEnemyLOS|Fired when this NPC loses line of sight to its enemy}} | |||
{{IO|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}} | |||
{{IO|OnFoundPlayer|Fired when this NPC establishes line of sight to its enemy, and that enemy is a player|param=targetname}} | |||
{{IO|OnLostPlayerLOS|Fired when this NPC loses line of sight to its enemy, and that enemy is a player}} | |||
{{IO|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}} | |||
{{IO|OnDamagedByPlayer|Fired when this NPC is hurt by a player {{activator|attacker or vehicle driver (if friendly fire)}}}} | |||
{{IO|OnDamagedByPlayerSquad|Fired when this NPC is hurt by a player OR by one of the player's squadmates {{activator|attacker or vehicle driver (if friendly fire)}}}} | |||
{{IO|OnDenyCommanderUse|Fired when this NPC has refused to join the player's squad}} | |||
{{IO|OnSleep|Fired when this NPC enters a sleep state}} | |||
{{IO|OnWake|Fired when this NPC comes out of a sleep state}} | |||
{{IO|OnForcedInteractionStarted|Fired when the NPC starts a forced interaction.}} | |||
{{IO|OnForcedInteractionAborted|Fired when the NPC aborts a forced interaction for some reason (target NPC died, couldn't be pathed to, etc)}} | |||
{{IO|OnForcedInteractionFinished|"NPCs in actbusies can no longer perform dynamic interactions." {{todo|What does this mean?}}}} | |||
{{O Targetname}} | {{O Targetname}} | ||
}} | }} |
Revision as of 06:29, 18 June 2016
BaseNPC:
- OnDamaged
- Fired when this NPC takes damage (!activator is the damage inflictor)
- OnDeath
- Fired when this NPC is killed (!activator is the killer)
- OnHalfHealth
- Fired when this NPC reaches half of its maximum health
- OnHearWorld
- Fired when this NPC hears a sound (other than combat or the player)
- OnHearPlayer
- Fired when this NPC hears the player
- OnHearCombat
- Fired when this NPC hears combat sounds
- OnFoundEnemy <targetname>
- Fired when this NPC establishes line of sight to its enemy
- OnLostEnemyLOS
- Fired when this NPC loses 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
- OnFoundPlayer <targetname>
- Fired when this NPC establishes line of sight to its enemy, and that enemy is a player
- OnLostPlayerLOS
- Fired when this NPC loses 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
- 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))
- OnDenyCommanderUse
- Fired when this NPC has refused to join the player's squad
- OnSleep
- Fired when this NPC enters a sleep state
- OnWake
- Fired when this NPC comes out of a sleep state
- OnForcedInteractionStarted
- Fired when the NPC starts a forced interaction.
- OnForcedInteractionAborted
- Fired when the NPC aborts a forced interaction for some reason (target NPC died, couldn't be pathed to, etc)
- OnForcedInteractionFinished
- "NPCs in actbusies can no longer perform dynamic interactions." Todo: What does this mean?