Template:KV CAI BaseNPC: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(No more keyvalues available in this, now it needs the last stuff confirmed and templating added)
No edit summary
Line 15: Line 15:
{{KV|Hint Group ([[hintgroup]])|string|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.}}
{{KV|Hint Group ([[hintgroup]])|string|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.}}
{{KV|Hint Limit Nav|bool|If yes, limits NPC to using specified hint group for navigation requests, but does not limit local navigation.}}
{{KV|Hint Limit Nav|bool|If yes, limits NPC to using specified hint group for navigation requests, but does not limit local navigation.}}
{{KV|Weapon Held(additionalequipment)|classname|Gives the NPC a weapon. NPCs may attack oddly or not attack if they don't know how to use a particular weapon.}}
{{KV|Weapon Held (additionalequipment)|classname|Gives the NPC a weapon. NPCs may attack oddly or not attack if they don't know how to use a particular weapon.}}
{{KV|Enemy Filter (enemyfilter)|targetname|[[Filter]] by which to filter potential enemies.}}
{{KV|Enemy Filter (enemyfilter)|targetname|[[Filter]] by which to filter potential enemies.}}
{{KV|Relationship (Relationship)|string|<[[string]]&#124;[[targetname]] or [[classname]]> <[[string]]&#124;disposition> <[[int]]&#124;rank>  
{{KV|Relationship (Relationship)|string|<[[string]]&#124;[[targetname]] or [[classname]]> <[[string]]&#124;disposition> <[[int]]&#124;rank>  

Revision as of 02:11, 2 August 2018

Target Path Corner (target) ([todo internal name (i)]) <targetname>
If set, the name of a path corner entity that this NPC will walk to, after spawning. Must be within 576 units from the NPC.
Sleep State (sleepstate) ([todo internal name (i)]) <choices>
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
Todo: clarify the differences between each
Wake Radius (wakeradius) ([todo internal name (i)]) <float>
Auto-wake if player is within this distance, in Hammer units.
Wake Squad (wakesquad) ([todo internal name (i)]) <boolean>
If yes, wake all of the NPCs squadmates if the NPC is woken.
Ignore unseen enemies (ignoreunseenenemies) ([todo internal name (i)]) <choices>
Prefer visible enemies, regardless of distance or relationship priority.
Squad Name (squadname) ([todo internal name (i)]) <string>
NPCs that are in the same squad will share information about enemies, and will take turns attacking and covering each other.
Hint Group (hintgroup) ([todo internal name (i)]) <string>
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 ([todo internal name (i)]) <boolean>
If yes, limits NPC to using specified hint group for navigation requests, but does not limit local navigation.
Weapon Held (additionalequipment) ([todo internal name (i)]) <classname>
Gives the NPC a weapon. NPCs may attack oddly or not attack if they don't know how to use a particular weapon.
Enemy Filter (enemyfilter) ([todo internal name (i)]) <targetname>
Filter by which to filter potential enemies.
Relationship (Relationship) ([todo internal name (i)]) <string> !FGD
<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: Hate
  • D_FR: Fear
  • D_LI: Like
  • D_NU: Neutral
Physics Impact Damage Scale ([todo internal name (i)]) <float>
Multiplier for damage amount when this NPC is hit by a physics object. With a value of 0 the NPC will take no damage from physics.
Hull Type (HullType) ([todo internal name (i)]) <integer> (in all games since Alien Swarm) !FGD
Physical size of the NPC. Affects navigation capabilities and the bounding box.
  • HUMAN_HULL: Human
  • WIDE_HUMAN_HULL: Wide
  • TINY_HULL: Tiny
  • MEDIUM_HULL: Medium
  • LARGE_HULL: Large
Confirm:Works? This keyvalue is defined as using integers
Blood Color (BloodColor) ([todo internal name (i)]) <integer> (in all games since Alien Swarm) !FGD
Blood color of the NPC when shot.
Confirm:Works? This keyvalue is defined as using integers