Npc sniper: Difference between revisions

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Sniper
Sniper


==Entity Values==
==Keyvalues==
===Keys===


* '''Name''' ''targetname <target_source>'' 
* '''radius'''
: The name that other entities refer to this entity by.
: <integer> Patience Radius


* '''Pitch Yaw Roll (Y Z X)''' ''angles <angle>''  
* '''misses'''
: 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.
: <integer> Initial Misses
* '''beambrightness'''
: <integer> Beam Brightness (0 to 255)
* '''shielddistance'''
: <float> Bullet shield distance
* '''shieldradius'''
: <float> Bullet shield radius


* '''Render FX''' ''renderfx <choices>''
==Flags==
* '''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>''
* 65536 : Hidden
: The FX amount is used by the selected Render Mode.


* '''FX Color (R G B)''' ''rendercolor <color255>''
* 131072 : Laser Viewcone
: The FX color is used by the selected Render Mode.


* '''Disable Receiving Shadows''' ''disablereceiveshadows <choices>''
* 262144 : No Corpse
* '''Damage Filter''' ''damagefilter <target_destination>''
: Name of the filter entity that controls which entities can damage us.


* '''Response Contexts''' ''ResponseContext <string>''
* 524288 : Start Disabled
: 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>''
==Inputs==
* '''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>''
* {{i basenpc}}
: 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'''
* '''EnableSniper'''
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: Randomly Sweep a Group
: Randomly Sweep a Group


===Outputs===
==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'''
* {{o basenpc}}
: Fired when this NPC comes out of a sleep state.


==See Also==
==See Also==

Revision as of 22:56, 11 July 2005

Template:Wrongtitle

Entity Description

Entity Name: npc_sniper

Sniper

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