Npc manhack: Difference between revisions
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Note:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.
m (Sk_manhack_v2 is apparently not used (but would probably belong to the manhack if it were).) |
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Line 15: | Line 15: | ||
: <integer> Melee damage. (Default: 20) | : <integer> Melee damage. (Default: 20) | ||
* '''sk_manhack_v2''' | * '''sk_manhack_v2''' | ||
: | : {{boolean}} Not used. (Default: 1) | ||
==Keyvalues== | ==Keyvalues== |
Revision as of 13:37, 30 September 2006
Entity Description
Essentially a physics prop with AI, the Manhack does exactly what its name suggests. Can be carried and thrown by Metrocops.

Dedicated Console Variables
- sk_manhack_health
- <integer> A manhack's spawn health. (Default: 25)
- sk_manhack_melee_dmg
- <integer> Melee damage. (Default: 20)
- sk_manhack_v2
- <boolean> Not used. (Default: 1)
Keyvalues
Flags
- 65536 : Start packed up (folded and engine off)
- 131072 : Don't use any damage effects
- 262144 : Use Air Nodes
- 1048576 : No Danger Sounds
Inputs
- Template:I basenpc
- AlyxInteractable:
- InteractivePowerDown (in all games since
)
- Shutdown this target.
- DisableSwarm
- Disable the manhack swarm behavior.
- Unpack
- Causes the manhack to stop being packed up.
Outputs
- OnAlyxStartedInteraction
- Fired when Alyx begins to interact with this entity.
- OnAlyxFinishedInteraction
- Fired when Alyx has finished interacting with this entity.