Template:I BaseNPC:ru: Difference between revisions
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{{ScrollBox|title=BaseNPC| | {{lang|Template:I BaseNPC}} | ||
{{translate:ru}} | |||
<onlyinclude>{{ScrollBox|title=BaseNPC|noscroll={{{noscroll|}}}| | |||
{{IO:ru|AddHealth|param=int|since={{hl2ep2|suf=:ru}}}} | |||
{{IO:ru|RemoveHealth|Add to or remove from the NPC's health.|param=int|since={{hl2ep2|suf=:ru}}}} | |||
{{IO:ru|SetHealth|Set the NPC's health.|param=int}} | |||
{{IO:ru|Break|Smash into pieces. If this is not possible, disappear.}} | |||
{{IO:ru|BecomeRagdoll|Remove itself and instantly become a [[ragdoll]] with zero force (just go limp). OnDeath, etc. outputs will <strong>NOT</strong> be fired.|since={{hl2ep2|suf=:ru}}}} | |||
{{IO:ru|ForceInteractionWithNPC <[[string:ru|строка]]> <строка>|Force the NPC to use a dynamic interaction with another NPC. Syntax is <tt><[[targetname:ru|targetname]]> <dynamic interaction></tt>.|since={{hl2ep1|suf=:ru}}}} | |||
{{IO:ru|ForgetEntity|Clears out the NPC's knowledge of a named entity.|param=targetname}} | |||
{{IO:ru|UpdateEnemyMemory|Update (or create) this NPC's memory of of the given entity.|since={{hl2ep1|suf=:ru}}}} | |||
{{IO:ru|GagEnable}} | |||
{{IO:ru|GagDisable|Gagged NPCs won't speak (or moan, caw, etc.) unless made to be a choreographed scene.}} | |||
{{IO:ru|HolsterWeapon|since={{hl2ep1|suf=:ru}}}} | |||
{{IO:ru|UnholsterWeapon|Force the NPC to holster or unholster their weapon. Ignored if the NPC is scripting or if the NPC doesn't use weapons.|since={{hl2ep1|suf=:ru}}}} | |||
{{IO:ru|HolsterAndDestroyWeapon|Same as <tt>HolsterWeapon</tt>, except the weapon is destroyed once it has been concealed.|since={{hl2ep1|suf=:ru}}}} | |||
{{IO:ru|IgnoreDangerSounds|Ignore danger sounds for the specified number of seconds.|param=float}} | |||
{{IO:ru|physdamagescale|Scales the damage taken when this character is hit by a physics object. 0 means this feature is disabled for backwards compatibility.|param=float}} | |||
{{IO:ru|SetBodyGroup|HACK: Sets this NPC's body group (from 0–n).|param=int}}{{#ifeq: base | {{{branch|base}}} | | |||
{{IO:ru|SetMaxLookDistance|Sets the maximum look distance for the NPC. Defaults are 2048 and 6000 for long range NPCs.|param=float|only={{gmod|suf=:ru}}}} }} | |||
{{IO:ru|SetRelationship <[[string]]{{!}}[[targetname]] or [[classname]]> <[[string]]{{!}}disposition> <[[int]]{{!}}rank>|Changes whether this NPC likes or dislikes certain others. Used like the {{ent:ru|ai_relationship}} entity, with this NPC as the subject. | |||
: Values for <code>disposition</code> are: | : Values for <code>disposition</code> are: | ||
:* <code>D_HT</code>: Hate | :* <code>D_HT</code>: Hate | ||
:* <code>D_FR</code>: Fear | :* <code>D_FR</code>: Fear | ||
:* <code>D_LI</code>: Like | :* <code>D_LI</code>: Like | ||
:* <code>D_NU</code>: Neutral | :* <code>D_NU</code>: Neutral}} | ||
{{IO:ru|SetSquad|Change the name of this NPC's [[Squads|squad]]. Leaving the parameter blank will remove the NPC from any existing squad.|param=string}} | |||
{{IO:ru|StartScripting}} | |||
{{IO:ru|StopScripting|Enter/exit scripting state, where NPCs ignore a variety of stimulus that would make them break out of their scripts. They ignore danger sounds, ignore {{ent:ru|use|alt=+Use}}, don't idle speak or respond to other NPCs' idle speech, and so on.}} | |||
{{IO:ru|Wake|Wakes up the NPC if it is sleeping.}} | |||
{{#switch: {{{branch}}} | |||
|base={{I BaseEntity:ru|noscroll=1|base=1}} | |||
{{I BaseAnimating|noscroll=1|tf2=1|portal2=}} | |||
|l4d={{I BaseEntity:ru|noscroll=1|l4d2=1}} | |||
{{I BaseAnimating|noscroll=1|tf2=|portal2=}} | |||
|as={{I BaseEntity:ru|noscroll=1|as=1}} | |||
{{I BaseAnimating|noscroll=1|tf2=|portal2=}} | |||
|portal2={{I BaseEntity:ru|noscroll=1|as=1}} | |||
{{I BaseAnimating|noscroll=1|portal2=1|tf2=}} | |||
|{{I BaseEntity:ru|noscroll=1}} | |||
{{I BaseAnimating|noscroll=1}} }} | |||
{{I DamageFilter:ru}} }}</onlyinclude> | |||
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Revision as of 17:55, 20 October 2022
BaseNPC:
- SetHealth <integer>
- Set the NPC's health.
- Break
- Smash into pieces. If this is not possible, disappear.
- BecomeRagdoll (in all games since
)
- Remove itself and instantly become a ragdoll with zero force (just go limp). OnDeath, etc. outputs will NOT be fired.
- ForceInteractionWithNPC <строка> <строка> (in all games since
)
- Force the NPC to use a dynamic interaction with another NPC. Syntax is <targetname> <dynamic interaction>.
- ForgetEntity <targetname>
- Clears out the NPC's knowledge of a named entity.
- UpdateEnemyMemory (in all games since
)
- Update (or create) this NPC's memory of of the given entity.
- GagEnable
- GagDisable
- Gagged NPCs won't speak (or moan, caw, etc.) unless made to be a choreographed scene.
- HolsterWeapon (in all games since
)
- UnholsterWeapon (in all games since
)
- Force the NPC to holster or unholster their weapon. Ignored if the NPC is scripting or if the NPC doesn't use weapons.
- HolsterAndDestroyWeapon (in all games since
)
- Same as HolsterWeapon, except the weapon is destroyed once it has been concealed.
- IgnoreDangerSounds <float>
- Ignore danger sounds for the specified number of seconds.
- physdamagescale <float>
- Scales the damage taken when this character is hit by a physics object. 0 means this feature is disabled for backwards compatibility.
- SetBodyGroup <integer>
- HACK: Sets this NPC's body group (from 0–n).
- SetMaxLookDistance <float> (only in
)
- Sets the maximum look distance for the NPC. Defaults are 2048 and 6000 for long range NPCs.
- SetRelationship <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
: HateD_FR
: FearD_LI
: LikeD_NU
: Neutral
- SetSquad <string>
- Change the name of this NPC's squad. Leaving the parameter blank will remove the NPC from any existing squad.
- StartScripting
- StopScripting
- Enter/exit scripting state, where NPCs ignore a variety of stimulus that would make them break out of their scripts. They ignore danger sounds, ignore +Use, don't idle speak or respond to other NPCs' idle speech, and so on.
- Wake
- Wakes up the NPC if it is sleeping.
Основные:
- Kill
- Удаляет этот объект и все связанные с ним дочерние объекты из мира.
- KillHierarchy
- Функционирует так же, как
Kill
, хотя этот объект и любые связанные с ним объекты уничтожаются в одном кадре, что немного быстрее.
- SetParent <string>
- Двигаться с этим объектом. Смотрите Иерархия объектов.
- SetParentAttachment <string>
- Изменить этот объект, чтобы присоединить его к определённой точке крепления его предка. Объект будет перемещён к предку, чтобы положение его кости bone совпадало с положением крепления. Объекты должны быть соединены перед использованием этого ввода.
- SetParentAttachmentMaintainOffset <string>
- Как и приведённое выше, но без перемещения. Объект сохраняет свою позицию относительно крепления во время получения ввода.
- ClearParent
- Удаляет этот объект из иерархии движений, оставляя его свободным для самостоятельного перемещения.
- AddOutput <string>
- Оценивает ключевое значение/вывод для этого объекта.
Формат:<key> <value>
Формат:<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
- FireUser1 to FireUser4
- Срабатывает
OnUser
выходы; Смотрите Пользовательские Входы и выходы.
- Use !FGD
- То же, что игрок, вызывающий +use; может ничего не делать. Может также вызываться путем создания вывода, в котором не указан ввод.
Этот ввод не включен в Valve FGD.
- DispatchEffect <string> !FGD
- Отправляет специальный эффект от позиции объекта. Удалено и полностью заменено системой частиц, так как
.
- AddContext <string>
- Добавляет в список объекта response contexts. Формат
<key>:<value>
.
- RemoveContext <string>
- Remove a context from this entity's list. The name should match the key of an existing context.
- ClearContext <string>
- Removes all contexts from this entity's list.
- RunScriptFile <script> (in all games since
)
- Выполняет VScript скрипт файл с носителя, указывается без расширения. The script contents are merged with the script scope of the receiving entity.
- RunScriptCode <string> (in all games since
)
- Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug:In
Left 4 Dead 2, the code is executed in the script scope of the entity that fires the output, not the one receiving the input. [todo tested in ?]
- CallScriptFunction <string> (in all games since
) !FGD
- Execute a VScript function in the scope of the receiving entity.
- SetLocalOrigin <coordinates> (in all games since
) !FGD
- Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.

DamageFilter: