Npc sniper: Difference between revisions
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* '''SweepGroupRandomly <string>''' | * '''SweepGroupRandomly <string>''' | ||
: The sniper will take alternating shots at info_snipertargets belonging to a specific group (specified in its parameter) until interrupted by an NPC. (Group associations are declared in the ''Group Name'' property of these targets.) | : The sniper will take alternating shots at info_snipertargets belonging to a specific group (specified in its parameter) until interrupted by an NPC. (Group associations are declared in the ''Group Name'' property of these targets.) | ||
===Episode One=== | ===Half-Life 2: Episode One=== | ||
* '''StopSweeping''' | * '''StopSweeping''' | ||
* '''ProtectTarget <target_destination>''' | * '''ProtectTarget <target_destination>''' | ||
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* {{o basenpc}} | * {{o basenpc}} | ||
=== | ===Half-Life 2: Episode One=== | ||
* '''OnShotFired''' | * '''OnShotFired''' | ||
: {{activator|Sniper's current enemy}} | : {{activator|Sniper's current enemy}} |
Revision as of 16:11, 4 August 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.
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, often targeting 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.
He will pay attention to info_snipertargets if ordered to (with the SweepTarget, SweepTargetHighestPriority or SweepGroupRandomly inputs).
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
- The sniper will not have a model while alive. Should be checked.
- 131072 : Laser Viewcone
- 262144 : No Corpse
- The sniper leaves no corpse.
- 524288 : Start Disabled
Inputs
- EnableSniper
- Enable Shooting
- DisableSniper
- Disable Shooting
- SetDecoyRadius <integer>
- Set Decoy Radius
- SweepTarget <target_destination>
- Makes the sniper sweep to an info_snipertarget specified in the parameter, with a behavior specified in the properties of the info_snipertarget.
- SweepTargetHighestPriority <target_destination>
- Same as SweepTarget, but the sniper will prioritize sweeping to this target above targeting anything else, including the player.
- SweepGroupRandomly <string>
- The sniper will take alternating shots at info_snipertargets belonging to a specific group (specified in its parameter) until interrupted by an NPC. (Group associations are declared in the Group Name property of these targets.)
Half-Life 2: Episode One
- StopSweeping
- ProtectTarget <target_destination>
- Modifies priority of this target's surrounding targets.
Outputs
Half-Life 2: Episode One
- OnShotFired
- (!activator is the Sniper's current enemy)