Template:KV Hintnode: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
mNo edit summary
mNo edit summary
Line 1: Line 1:
'''hinttype'''
'''hinttype'''
:<choices> Hint
:<choices> Hint
:*None
:{|
:*World: Window
! Literal Value || Description
:*World: Act Busy Hint
|-
:*World: Visually Interesting
| 0 || None
:*World: Visually Interesting (Don't aim at)
|-
:*World: Inhibit Combine Mines within 15 feet
| 2 || World: Window
:*Crouch Cover Medium
|-
:*Crouch Cover Low
| 12 || World: Act Busy Hint
:*Waste Scanner Spawn
|-
:*Entrance / Exit Pinch
| 13 || World: Visually Interesting
:*Enemy Disadvantage Point
|-
:*Health Kit
| 14 || World: Visually Interesting (Don't aim at)
:*Antlion: Burrow Point
|-
:*Antlion: Thumper Flee Point
| 15 || World: Inhibit Combine Mines within 15 feet
:*Headcrab: Burrow Point
|-
:*Roller: Patrol Point
| 100 || Crouch Cover Medium
:*Roller: Cleanup Spot
|-
:*Crow: Fly to point
| 101 || Crouch Cover Low
:*Crow: Perch point
|-
:*Follower: Wait point
| 102 || Waste Scanner Spawn
:*Override jump permission
|-
:*Player squad transition point
| 103 || Entrance / Exit Pinch
:*NPC exit point
|-
:*Strider node
| 104 || Guard Point
:*HL1 World: Machinery
|-
:*HL1 World: Blinking Light
| 105 || Enemy Disadvantage Point
:*HL1 World: Human Blood
|-
:*HL1 World: Alien Blood
| 106 || Health Kit
|-
| 400 || Antlion: Burrow Point
|-
| 401 || Antlion: Thumper Flee Point
|-
| 450 || Headcrab: Burrow Point
|-
| 500 || Roller: Patrol Point
|-
| 501 || Roller: Cleanup Spot
|-
| 700 || Crow: Fly to point
|-
| 701 || Crow: Perch point
|-
| 900 || Follower: Wait point
|-
| 901 || Override jump permission
|-
| 902 || Player squad transition point
|-
| 903 || NPC exit point
|-
| 904 || Strider node
|-
| 1000 || HL1 World: Machinery
|-
| 1001 || HL1 World: Blinking Light
|-
| 1002 || HL1 World: Human Blood
|-
| 1003 || HL1 World: Alien Blood
|}
*'''hintactivity'''
*'''hintactivity'''
:<string> Activity associated with this hint node. Various parts of the NPC AI play this activity at times. i.e. Actbusy nodes will play this activity when an NPC acts busy on the node.
:<string> Activity associated with this hint node. Various parts of the NPC AI play this activity at times. i.e. Actbusy nodes will play this activity when an NPC acts busy on the node.
*'''nodeFOV'''
*'''nodeFOV'''
:<integer/choices> Imagine this node requires that an NPC be in the node's field of view in order to use this hint.
:<° integer> Imagine this node requires that an NPC be in the node's field of view in order to use this hint.
:*180 Degrees
:*360 Degrees
*'''StartHintDisabled'''
*'''StartHintDisabled'''
:{{boolean}}
:{{boolean}}
Line 43: Line 74:
*'''IgnoreFacing'''
*'''IgnoreFacing'''
:<choices> Don't pay attention to the facing of the node. May not apply to a given hint type.
:<choices> Don't pay attention to the facing of the node. May not apply to a given hint type.
:*No
:{|
:*Yes
! Initial Value || Description
:*Default
|-
| 0 || No
|-
| 1 || Yes
|-
| 2 || Default
|}
*'''MinimumState'''
*'''MinimumState'''
:<choices> Require an NPC have a minimum state to use the hint.
:<choices> Require an NPC have a minimum state to use the hint.
:*Idle
:{|
:*Alert
! Initial Value || Description
:*Combat
|-
| 1 || Idle
|-
| 2 || Alert
|-
| 3 || Combat
|}
*'''MaximumState'''
*'''MaximumState'''
:<choices> Require an NPC have a maximum state to use the hint.
:<choices> Require an NPC have a maximum state to use the hint.
:*Idle
:{|
:*Alert
! Initial Value || Description
:*Combat
|-
| 1 || Idle
|-
| 2 || Alert
|-
| 3 || Combat
|}

Revision as of 23:22, 5 January 2006

hinttype

<choices> Hint
Literal Value Description
0 None
2 World: Window
12 World: Act Busy Hint
13 World: Visually Interesting
14 World: Visually Interesting (Don't aim at)
15 World: Inhibit Combine Mines within 15 feet
100 Crouch Cover Medium
101 Crouch Cover Low
102 Waste Scanner Spawn
103 Entrance / Exit Pinch
104 Guard Point
105 Enemy Disadvantage Point
106 Health Kit
400 Antlion: Burrow Point
401 Antlion: Thumper Flee Point
450 Headcrab: Burrow Point
500 Roller: Patrol Point
501 Roller: Cleanup Spot
700 Crow: Fly to point
701 Crow: Perch point
900 Follower: Wait point
901 Override jump permission
902 Player squad transition point
903 NPC exit point
904 Strider node
1000 HL1 World: Machinery
1001 HL1 World: Blinking Light
1002 HL1 World: Human Blood
1003 HL1 World: Alien Blood
  • hintactivity
<string> Activity associated with this hint node. Various parts of the NPC AI play this activity at times. i.e. Actbusy nodes will play this activity when an NPC acts busy on the node.
  • nodeFOV
<° integer> Imagine this node requires that an NPC be in the node's field of view in order to use this hint.
  • StartHintDisabled
<boolean>
  • Group
<string> If specified, gives the hint a specific group name. Useful for hint nodes that need to be logically grouped together. NPCs may also refuse to use hint nodes that don't match their hint group.
  • TargetNode
<node_dest> The node ID of an associated target node, if any.
  • IgnoreFacing
<choices> Don't pay attention to the facing of the node. May not apply to a given hint type.
Initial Value Description
0 No
1 Yes
2 Default
  • MinimumState
<choices> Require an NPC have a minimum state to use the hint.
Initial Value Description
1 Idle
2 Alert
3 Combat
  • MaximumState
<choices> Require an NPC have a maximum state to use the hint.
Initial Value Description
1 Idle
2 Alert
3 Combat