Apc missile: Difference between revisions

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{{lang|Apc missile}}
{{lang|Apc missile}}
{{ent not in fgd|nolink=1}}
{{ent not in fgd|nolink=1}}
{{distinguish|rpg_missile}} ''(Which comes from the rocket launcher.)''
{{hl2 point|apc_missile}} This is a specialized version of {{ent|rpg_missile}} shot by {{ent|prop_vehicle_apc}} and {{ent|func_tankapcrocket}}. 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 such as relationships.
{{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}}.
 
{{stray ent|{{portal}}}}


{{code class|CAPCMissile|weapon_rpg.cpp}}
{{code class|CAPCMissile|weapon_rpg.cpp}}

Revision as of 22:24, 14 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.

Template:Hl2 point This is a specialized version of rpg_missile shot by prop_vehicle_apc and func_tankapcrocket. 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 such as relationships.

Note.pngNote:This entity is also in the code for Portal. Its functionality is not guaranteed.


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.
Note.pngNote:Content moved to Rendering and studio model related KIO/Keyvalues for continuation of page history


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.
Note.pngNote:Content moved to Rendering and studio model related KIO/Inputs for continuation of page history


Outputs

Note.pngNote:Content moved to Rendering and studio model related KIO/Outputs for continuation of page history