Npc sniper: Difference between revisions
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* '''Name''' ''targetname <target_source>'' | * '''Name''' ''targetname <target_source>'' | ||
: The name that other entities refer to this entity by. | |||
* '''Pitch Yaw Roll (Y Z X)''' ''angles <angle>'' | * '''Pitch Yaw Roll (Y Z X)''' ''angles <angle>'' | ||
: This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis. | |||
* '''Render FX''' ''renderfx <choices>'' | * '''Render FX''' ''renderfx <choices>'' | ||
* '''Render Mode''' ''rendermode <choices>'' | * '''Render Mode''' ''rendermode <choices>'' | ||
: Used to set a non-standard rendering mode on this entity. See also 'FX Amount' and 'FX Color'. | |||
* '''FX Amount (0 - 255)''' ''renderamt <integer>'' | * '''FX Amount (0 - 255)''' ''renderamt <integer>'' | ||
: The FX amount is used by the selected Render Mode. | |||
* '''FX Color (R G B)''' ''rendercolor <color255>'' | * '''FX Color (R G B)''' ''rendercolor <color255>'' | ||
: The FX color is used by the selected Render Mode. | |||
* '''Disable Receiving Shadows''' ''disablereceiveshadows <choices>'' | * '''Disable Receiving Shadows''' ''disablereceiveshadows <choices>'' | ||
* '''Damage Filter''' ''damagefilter <target_destination>'' | * '''Damage Filter''' ''damagefilter <target_destination>'' | ||
: Name of the filter entity that controls which entities can damage us. | |||
* '''Response Contexts''' ''ResponseContext <string>'' | * '''Response Contexts''' ''ResponseContext <string>'' | ||
: Response system context(s) for this entity. Format should be: 'key:value,key2:value2,etc'. When this entity speaks, the list of keys & values will be passed to the response rules system. | |||
* '''Disable shadows''' ''disableshadows <choices>'' | * '''Disable shadows''' ''disableshadows <choices>'' | ||
* '''Target Path Corner''' ''target <target_destination>'' | * '''Target Path Corner''' ''target <target_destination>'' | ||
: If set, the name of a path corner entity that this NPC will walk to, after spawning. | |||
* '''Squad Name''' ''squadname <string>'' | * '''Squad Name''' ''squadname <string>'' | ||
: NPCs that are in the same squad (i.e. have matching squad names) will share information about enemies, and will take turns attacking and covering each other. | |||
* '''Hint Group''' ''hintgroup <string>'' | * '''Hint Group''' ''hintgroup <string>'' | ||
: Hint groups are used by NPCs to restrict their hint-node searching to a subset of the map's hint nodes. Only hint nodes with matching hint group names will be considered by this NPC. | |||
* '''Hint Limit Nav''' ''hintlimiting <choices>'' | * '''Hint Limit Nav''' ''hintlimiting <choices>'' | ||
: Limits NPC to using specified hint group for navigation requests, but does not limit local navigation. | |||
* '''spawnflags''' ''spawnflags <flags>'' | * '''spawnflags''' ''spawnflags <flags>'' | ||
* '''Sleep State''' ''sleepstate <choices>'' | * '''Sleep State''' ''sleepstate <choices>'' | ||
: Holds the NPC in stasis until specified condition. See also 'Wake Radius' and 'Wake Squad'. | |||
* '''Wake Radius''' ''wakeradius <float>'' | * '''Wake Radius''' ''wakeradius <float>'' | ||
: Auto-wake if player within this distance | |||
* '''Wake Squad''' ''wakesquad <choices>'' | * '''Wake Squad''' ''wakesquad <choices>'' | ||
: Wake all of the NPCs squadmates if the NPC is woken | |||
* '''Physics Impact Damage Scale''' ''physdamagescale <float>'' | * '''Physics Impact Damage Scale''' ''physdamagescale <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. | |||
* '''Patience Radius''' ''radius <integer>'' | * '''Patience Radius''' ''radius <integer>'' | ||
* '''Initial Misses''' ''misses <integer>'' | * '''Initial Misses''' ''misses <integer>'' | ||
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* '''Kill''' | * '''Kill''' | ||
: Removes this entity from the world. | |||
* '''KillHierarchy''' | * '''KillHierarchy''' | ||
: Removes this entity and all its children from the world. | |||
* '''AddOutput''' ''<string> <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>'' | * '''AddOutput''' ''<string> <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>'' | ||
: Adds an entity I/O connection to this entity. Very dangerous, use with care | |||
* '''FireUser1''' | * '''FireUser1''' | ||
: Causes this entity's OnUser1 output to be fired. | |||
* '''FireUser2''' | * '''FireUser2''' | ||
: Causes this entity's OnUser2 output to be fired. | |||
* '''FireUser3''' | * '''FireUser3''' | ||
: Causes this entity's OnUser3 output to be fired. | |||
* '''FireUser4''' | * '''FireUser4''' | ||
: Causes this entity's OnUser4 output to be fired. | |||
* '''SetDamageFilter <string>''' | * '''SetDamageFilter <string>''' | ||
: Sets the entity to use as damage filter. Pass in an empty string to clear the damage filter. | |||
* '''AddContext <string>''' | * '''AddContext <string>''' | ||
: Adds a context to this entity's list of response contexts. The format should be 'key:value'. | |||
* '''RemoveContext <string>''' | * '''RemoveContext <string>''' | ||
: Remove a context from this entity's list of response contexts. The name should match the 'key' of a previously added context. | |||
* '''ClearContext''' | * '''ClearContext''' | ||
: Removes all contexts in this entity's list of response contexts. | |||
* '''DisableShadow''' | * '''DisableShadow''' | ||
: Turn shadow off. | |||
* '''EnableShadow''' | * '''EnableShadow''' | ||
: Turn shadow on. | |||
* '''SetRelationship <string>''' | * '''SetRelationship <string>''' | ||
: Changes this entity's relationship with another entity or class. Format: ''<entityname/classname> <D_HT/D_FR/D_LI/D_NU> <priority>'' | |||
* '''SetHealth <integer>''' | * '''SetHealth <integer>''' | ||
: Set this NPC's health. | |||
* '''SetBodyGroup <integer>''' | * '''SetBodyGroup <integer>''' | ||
: HACK: Sets this NPC's body group (from 0 - n). You'd better know what you are doing! | |||
* '''physdamagescale <float>''' | * '''physdamagescale <float>''' | ||
: Sets the value that scales damage energy when this character is hit by a physics object. NOTE: 0 means this feature is disabled for backwards compatibility. | |||
* '''Ignite''' | * '''Ignite''' | ||
: Ignite, burst into flames ''(Ow!)'' | |||
* '''Break''' | * '''Break''' | ||
: Break, smash into pieces | |||
* '''StartScripting''' | * '''StartScripting''' | ||
: Enter scripting state. In this state, 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 NPC's idle speech, and so on. | |||
* '''StopScripting''' | * '''StopScripting''' | ||
: Exit scripting state. | |||
* '''Assault <string>''' | * '''Assault <string>''' | ||
: Start an assault. Parameter passed in should be the name of the rally point. | |||
* '''SetSquad <string>''' | * '''SetSquad <string>''' | ||
: Set the name of this NPC's squad. It will be removed from any existing squad automatically. Leaving the parameter blank will remove the NPC from any existing squad. | |||
* '''Wake''' | * '''Wake''' | ||
: Wakes up the NPC if it is sleeping. | |||
* '''ForgetEntity <string>''' | * '''ForgetEntity <string>''' | ||
: Clears out the NPC's knowledge of a named entity. | |||
* '''GagEnable''' | * '''GagEnable''' | ||
: Turn on the NPC Gag flag. NPC won't speak outside of choreographed scenes. | |||
* '''GagDisable''' | * '''GagDisable''' | ||
: Turn off the NPC Gag flag. | |||
* '''IgnoreDangerSounds <float>''' | * '''IgnoreDangerSounds <float>''' | ||
: Ignore danger sounds for the specified number of seconds. | |||
* '''EnableSniper''' | * '''EnableSniper''' | ||
: Enable Shooting | |||
* '''DisableSniper''' | * '''DisableSniper''' | ||
: Disable Shooting | |||
* '''SetDecoyRadius <integer>''' | * '''SetDecoyRadius <integer>''' | ||
: Set Decoy Radius | |||
* '''SweepTarget <string>''' | * '''SweepTarget <string>''' | ||
: Sweep a Target | |||
* '''SweepTargetHighestPriority <string>''' | * '''SweepTargetHighestPriority <string>''' | ||
: Drop everything and sweep this target! | |||
* '''SweepGroupRandomly <string>''' | * '''SweepGroupRandomly <string>''' | ||
: Randomly Sweep a Group | |||
===Outputs=== | ===Outputs=== | ||
* '''OnUser1''' | * '''OnUser1''' | ||
: Fired in response to FireUser1 input. | |||
* '''OnUser2''' | * '''OnUser2''' | ||
: Fired in response to FireUser2 input. | |||
* '''OnUser3''' | * '''OnUser3''' | ||
: Fired in response to FireUser3 input. | |||
* '''OnUser4''' | * '''OnUser4''' | ||
: Fired in response to FireUser4 input. | |||
* '''OnDamaged''' | * '''OnDamaged''' | ||
: Fired when this NPC takes damage. | |||
* '''OnDeath''' | * '''OnDeath''' | ||
: Fired when this NPC is killed. | |||
* '''OnHalfHealth''' | * '''OnHalfHealth''' | ||
: Fired when this NPC reaches half of its maximum health. | |||
* '''OnHearWorld''' | * '''OnHearWorld''' | ||
: Fired when this NPC hears a sound (other than combat or the player). | |||
* '''OnHearPlayer''' | * '''OnHearPlayer''' | ||
: Fired when this NPC hears the player. | |||
* '''OnHearCombat''' | * '''OnHearCombat''' | ||
: Fired when this NPC hears combat sounds. | |||
* '''OnFoundEnemy <string>''' | * '''OnFoundEnemy <string>''' | ||
: Fired when this NPC establishes line of sight to its enemy (outputs entity). | |||
* '''OnLostEnemyLOS''' | * '''OnLostEnemyLOS''' | ||
: Fired when this NPC loses line of sight to its enemy. | |||
* '''OnLostEnemy''' | * '''OnLostEnemy''' | ||
: Fired when this NPC loses its enemy. Usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy. | |||
* '''OnFoundPlayer <string>''' | * '''OnFoundPlayer <string>''' | ||
: Fired when this NPC establishes line of sight to its enemy, and that enemy is a player (outputs player entity). | |||
* '''OnLostPlayerLOS''' | * '''OnLostPlayerLOS''' | ||
: Fired when this NPC loses line of sight to its enemy, and that enemy is a player. | |||
* '''OnLostPlayer''' | * '''OnLostPlayer''' | ||
: Fired when this NPC loses its enemy, and that enemy was a player. Usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy. | |||
* '''OnDamagedByPlayer''' | * '''OnDamagedByPlayer''' | ||
: Fired when this NPC is hurt by a player. | |||
* '''OnDamagedByPlayerSquad''' | * '''OnDamagedByPlayerSquad''' | ||
: Fired when this NPC is hurt by a player OR by one of the player's squadmates. | |||
* '''OnDenyCommanderUse''' | * '''OnDenyCommanderUse''' | ||
: Fired when this NPC has refused to join the player's squad. | |||
* '''OnWake''' | * '''OnWake''' | ||
: Fired when this NPC comes out of a sleep state. | |||
==See Also== | ==See Also== |
Revision as of 08:08, 9 July 2005
Entity Description
Entity Name: npc_sniper
Sniper
Entity Values
Keys
- Name targetname <target_source>
- The name that other entities refer to this entity by.
- Pitch Yaw Roll (Y Z X) angles <angle>
- This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
- Render FX renderfx <choices>
- Render Mode rendermode <choices>
- Used to set a non-standard rendering mode on this entity. See also 'FX Amount' and 'FX Color'.
- FX Amount (0 - 255) renderamt <integer>
- The FX amount is used by the selected Render Mode.
- FX Color (R G B) rendercolor <color255>
- The FX color is used by the selected Render Mode.
- Disable Receiving Shadows disablereceiveshadows <choices>
- Damage Filter damagefilter <target_destination>
- Name of the filter entity that controls which entities can damage us.
- Response Contexts ResponseContext <string>
- Response system context(s) for this entity. Format should be: 'key:value,key2:value2,etc'. When this entity speaks, the list of keys & values will be passed to the response rules system.
- Disable shadows disableshadows <choices>
- Target Path Corner target <target_destination>
- If set, the name of a path corner entity that this NPC will walk to, after spawning.
- Squad Name squadname <string>
- NPCs that are in the same squad (i.e. have matching squad names) will share information about enemies, and will take turns attacking and covering each other.
- Hint Group hintgroup <string>
- Hint groups are used by NPCs to restrict their hint-node searching to a subset of the map's hint nodes. Only hint nodes with matching hint group names will be considered by this NPC.
- Hint Limit Nav hintlimiting <choices>
- Limits NPC to using specified hint group for navigation requests, but does not limit local navigation.
- spawnflags spawnflags <flags>
- Sleep State sleepstate <choices>
- Holds the NPC in stasis until specified condition. See also 'Wake Radius' and 'Wake Squad'.
- Wake Radius wakeradius <float>
- Auto-wake if player within this distance
- Wake Squad wakesquad <choices>
- Wake all of the NPCs squadmates if the NPC is woken
- Physics Impact Damage Scale physdamagescale <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.
- Patience Radius radius <integer>
- Initial Misses misses <integer>
- 'Beam Brightness (0 to 255) beambrightness <integer>
- Bullet shield distance shielddistance <float>
- Bullet shield radius shieldradius <float>
Inputs
- Kill
- Removes this entity from the world.
- KillHierarchy
- Removes this entity and all its children from the world.
- AddOutput <string> <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>
- Adds an entity I/O connection to this entity. Very dangerous, use with care
- FireUser1
- Causes this entity's OnUser1 output to be fired.
- FireUser2
- Causes this entity's OnUser2 output to be fired.
- FireUser3
- Causes this entity's OnUser3 output to be fired.
- FireUser4
- Causes this entity's OnUser4 output to be fired.
- SetDamageFilter <string>
- Sets the entity to use as damage filter. Pass in an empty string to clear the damage filter.
- AddContext <string>
- Adds a context to this entity's list of response contexts. The format should be 'key:value'.
- RemoveContext <string>
- Remove a context from this entity's list of response contexts. The name should match the 'key' of a previously added context.
- ClearContext
- Removes all contexts in this entity's list of response contexts.
- DisableShadow
- Turn shadow off.
- EnableShadow
- Turn shadow on.
- SetRelationship <string>
- Changes this entity's relationship with another entity or class. Format: <entityname/classname> <D_HT/D_FR/D_LI/D_NU> <priority>
- SetHealth <integer>
- Set this NPC's health.
- SetBodyGroup <integer>
- HACK: Sets this NPC's body group (from 0 - n). You'd better know what you are doing!
- physdamagescale <float>
- Sets the value that scales damage energy when this character is hit by a physics object. NOTE: 0 means this feature is disabled for backwards compatibility.
- Ignite
- Ignite, burst into flames (Ow!)
- Break
- Break, smash into pieces
- StartScripting
- Enter scripting state. In this state, 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 NPC's idle speech, and so on.
- StopScripting
- Exit scripting state.
- Assault <string>
- Start an assault. Parameter passed in should be the name of the rally point.
- SetSquad <string>
- Set the name of this NPC's squad. It will be removed from any existing squad automatically. Leaving the parameter blank will remove the NPC from any existing squad.
- Wake
- Wakes up the NPC if it is sleeping.
- ForgetEntity <string>
- Clears out the NPC's knowledge of a named entity.
- GagEnable
- Turn on the NPC Gag flag. NPC won't speak outside of choreographed scenes.
- GagDisable
- Turn off the NPC Gag flag.
- IgnoreDangerSounds <float>
- Ignore danger sounds for the specified number of seconds.
- 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
- OnUser1
- Fired in response to FireUser1 input.
- OnUser2
- Fired in response to FireUser2 input.
- OnUser3
- Fired in response to FireUser3 input.
- OnUser4
- Fired in response to FireUser4 input.
- OnDamaged
- Fired when this NPC takes damage.
- OnDeath
- Fired when this NPC is killed.
- OnHalfHealth
- Fired when this NPC reaches half of its maximum health.
- OnHearWorld
- Fired when this NPC hears a sound (other than combat or the player).
- OnHearPlayer
- Fired when this NPC hears the player.
- OnHearCombat
- Fired when this NPC hears combat sounds.
- OnFoundEnemy <string>
- Fired when this NPC establishes line of sight to its enemy (outputs entity).
- OnLostEnemyLOS
- Fired when this NPC loses line of sight to its enemy.
- OnLostEnemy
- Fired when this NPC loses its enemy. Usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy.
- OnFoundPlayer <string>
- Fired when this NPC establishes line of sight to its enemy, and that enemy is a player (outputs player entity).
- OnLostPlayerLOS
- Fired when this NPC loses line of sight to its enemy, and that enemy is a player.
- OnLostPlayer
- Fired when this NPC loses its enemy, and that enemy was a player. Usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy.
- OnDamagedByPlayer
- Fired when this NPC is hurt by a player.
- OnDamagedByPlayerSquad
- Fired when this NPC is hurt by a player OR by one of the player's squadmates.
- OnDenyCommanderUse
- Fired when this NPC has refused to join the player's squad.
- OnWake
- Fired when this NPC comes out of a sleep state.
See Also
- info_snipertarget - give the sniper something to shoot at.