Apc missile: Difference between revisions

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{{ent not in fgd}}
{{lang|Apc missile}}
{{ent not in fgd|nolink=1}}
{{distinguish|rpg_missile}} ''(Which comes from the rocket launcher.)''
{{distinguish|rpg_missile}} ''(Which comes from the rocket launcher.)''
{{hl2 point|apc_missile}} These are the missiles shot by {{ent|prop_vehicle_apc}}s. It's advised to not attempt to use these directly, as they will not home towards a target on their own (they may try in some cases, but the results are buggy).
{{hl2 point|apc_missile}} These are the missiles shot by {{ent|prop_vehicle_apc}}s. It's advised to not attempt to spawn these directly, as they will not home towards a target on their own (they may try in some cases, but the results are buggy and inconsistent). The entity can still have some things done to it with methods such as {{ent|AddOutput}}.


{{code class|CAPCMissile|weapon_rpg.cpp}}
{{code class|CAPCMissile|weapon_rpg.cpp}}
==ConVars/Commands==
{{varcom|start}}
{{varcom|sk_apc_missile_damage|15|Health amount|Damage done by a rocket. {{skill|7.5|15|37.5}}}}
{{varcom|end}}
==Keyvalues==
{{KV BaseCombatCharacter}}
{{KV BaseEntity|base=1}}
==Inputs==
{{I BaseCombatCharacter}}
{{I BaseEntity|base=1}}
==Outputs==
{{O BaseEntity}}

Revision as of 13:07, 4 September 2018

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Icon-NotInFGD.png
This entity is not in the FGD by default.
It should not be put directly in a map.
Not to be confused with rpg_missile.

(Which comes from the rocket launcher.)

Template:Hl2 point These are the missiles shot by prop_vehicle_apcs. It's advised to not attempt to spawn these directly, as they will not home towards a target on their own (they may try in some cases, but the results are buggy and inconsistent). The entity can still have some things done to it with methods such as AddOutput.

C++ In code, it is represented by theCAPCMissileclass, defined in theweapon_rpg.cppfile.

ConVars/Commands

Cvar/Command Parameters or default value Descriptor Effect
sk_apc_missile_damage 15 Health amount Damage done by a rocket.
  • Easy: 7.5
  • Normal: 15
  • Hard: 37.5

Keyvalues

CBaseCombatCharacter:

Relationship (Relationship) <string> !FGD
<string|targetname or classname> <string|disposition> <int|rank>
Changes whether this entity likes or dislikes certain other things. Used like the ai_relationship entity, with this entity as the subject.
Values for disposition are:
  • D_HT: Hate
  • D_FR: Fear
  • D_LI: Like
  • D_NU: Neutral
Physics Impact Damage Scale (physdamagescale) <float>
Multiplier for damage amount when this entity is hit by a physics object. With a value of 0 the entity will take no damage from physics.


Inputs

CBaseCombatCharacter:

KilledNPC  !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 <floatRedirectInput/float>
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.


Outputs