Npc sniper: Difference between revisions
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The npc_sniper does not actually have its own model - rather, it uses a [[npc_combine_s|Combine soldier]] model in-game (if its ''Hidden'' flag is not set) playing its idle animation, with the rifle's laser coming from the center of the hull. For acceptible sniper damage, only blasts and burning hurt damage that are powerful enough to kill are allowed. | The npc_sniper does not actually have its own model - rather, it uses a [[npc_combine_s|Combine soldier]] model in-game (if its ''Hidden'' flag is not set) playing its idle animation, with the rifle's laser coming from the center of the hull. For acceptible sniper damage, only blasts and burning hurt damage that are powerful enough to kill are allowed. | ||
'''Behavior''' | |||
The sniper doesn't turn on his sight until after he sees the player or an NPC within an acceptable range and angle, and will turn it off again after he is done. He will prioritize the player over any other target. If he loses track of the player, he will get frustrated and shoot three rounds at the area where the player was last seen, prefering smaller [[prop_physics]] (like soda cans, melons, melon chunks, cinderblocks, ...) but not large prop_physics (like soda machines). He will then resume to targeting any other visible targets. | |||
==Keyvalues== | ==Keyvalues== |
Revision as of 20:02, 11 February 2006
Entity Description
A combine sniper.
This Combine soldier is wielding a sniping weapon with a blue laser sight, making it capable of extreme accuracy at extreme range.
The npc_sniper does not actually have its own model - rather, it uses a Combine soldier model in-game (if its Hidden flag is not set) playing its idle animation, with the rifle's laser coming from the center of the hull. For acceptible sniper damage, only blasts and burning hurt damage that are powerful enough to kill are allowed.
Behavior The sniper doesn't turn on his sight until after he sees the player or an NPC within an acceptable range and angle, and will turn it off again after he is done. He will prioritize the player over any other target. If he loses track of the player, he will get frustrated and shoot three rounds at the area where the player was last seen, prefering smaller prop_physics (like soda cans, melons, melon chunks, cinderblocks, ...) but not large prop_physics (like soda machines). He will then resume to targeting any other visible targets.
Keyvalues
- radius
- <integer> Patience Radius
- misses
- <integer> Initial Misses
- beambrightness
- <integer> Beam Brightness (0 to 255)
- shielddistance
- <float> Bullet shield distance
- shieldradius
- <float> Bullet shield radius
Flags
- 65536 : Hidden
- 131072 : Laser Viewcone
- 262144 : No Corpse
- 524288 : Start Disabled
Inputs
- EnableSniper
- Enable Shooting
- DisableSniper
- Disable Shooting
- SetDecoyRadius <integer>
- Set Decoy Radius
- SweepTarget <string>
- Sweep a Target
- SweepTargetHighestPriority <string>
- Drop everything and sweep this target!
- SweepGroupRandomly <string>
- Randomly Sweep a Group
Outputs
See Also
- info_snipertarget - give the sniper something to shoot at.