Template:I PlayerCompanion: Difference between revisions

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(Added EnableSpeakWhileScripting, DisableSpeakWhileScripting)
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{{IO|GiveWeapon|param=classname|Gives the NPC a weapon immediately.|since={{hl2ep1}}}}
{{IO|GiveWeapon|param=classname|Gives the NPC a weapon immediately.|since={{hl2ep1}}}}
{{IO|ClearAllOutputs|Clears every output that this NPC has.|only={{hl2episodes}}}}</onlyinclude>
{{IO|ClearAllOutputs|Clears every output that this NPC has.|only={{hl2episodes}}}}</onlyinclude>
{{IO|EnableSpeakWhileScripting|Allow this NPC to speak [[Response System|responses]] while in a [[Scripted_sequence|scripted sequence]] or while StartScripting is active.|since={{hl2ep2}}}}
{{IO|DisableSpeakWhileScripting|Cancels this NPC's ability to speak responses while in a scripted sequence or while StartScripting is active if it was previously enabled by EnableSpeakWhileScripting.|since={{hl2ep2}}}}
[[Category:Input Templates|PlayerCompanion]]
[[Category:Input Templates|PlayerCompanion]]

Revision as of 07:47, 3 October 2024

PlayerCompanion:

OutsideTransition  (in all games since Half-Life 2: Episode One)
Use this input to teleport the NPC to a hint node with the "Player Squad Transition Point" hint type.
EnableAlwaysTransition  (in all games since Half-Life 2: Episode One)
DisableAlwaysTransition  (in all games since Half-Life 2: Episode One)
If enabled, this NPC will always teleport to a Player Squad Transition Point even if they're not within the trigger_transition.
MakeGameEndAlly  (in all games since Half-Life 2: Episode One)
MakeRegularAlly  (in all games since Half-Life 2: Episode One)
Determines whether the game should end if this character dies.
EnableWeaponPickup  (in all games since Half-Life 2: Episode One)
DisableWeaponPickup  (in all games since Half-Life 2: Episode One)
Enables/disables weapon pickup.
GiveWeapon <classname> (in all games since Half-Life 2: Episode One)
Gives the NPC a weapon immediately.
ClearAllOutputs  (only in Half-Life 2: Episode One Half-Life 2: Episode Two)
Clears every output that this NPC has.
EnableSpeakWhileScripting  (in all games since Half-Life 2: Episode Two)
Allow this NPC to speak responses while in a scripted sequence or while StartScripting is active.
DisableSpeakWhileScripting  (in all games since Half-Life 2: Episode Two)
Cancels this NPC's ability to speak responses while in a scripted sequence or while StartScripting is active if it was previously enabled by EnableSpeakWhileScripting.