Npc combine s: Difference between revisions
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Note:If the "Elite" model is chosen, then the NPC must be equipped with the AR2.
Note:Although the Stunstick is a selectable weapon, there is a bug that renders it useless in combat. None of the three soldier variants have animations for this weapon, and they will merely stand in place instead of attacking the player.
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* '''OnRappelTouchdown''' | * '''OnRappelTouchdown''' | ||
: Fires when done rappeling | : Fires when done rappeling | ||
{{otherlang:en}} | |||
{{otherlang:en:ru|Npc_combine_s_(ru)}} | |||
[[Category:Entities]] | [[Category:Entities]] | ||
[[Category:NPCs]] | [[Category:NPCs]] |
Revision as of 08:17, 18 March 2007
Entity Description
This entity is a Combine soldier. It comes in several variants: Regular, Nova Prospekt, and Elite.


Dedicated Console Variables
- sk_combine_s_health
- <integer> A Combine soldier's spawn health
- sk_combine_s_kick
- <integer> Melee damage
Keyvalues
- waitingtorappel
- <boolean> If set, this NPC spawns suspended in air and awaits a BeginRappel input. It will then spawn a zipline and slide down. When it hits the ground, NPC will cut away the line and try to move forward a few feet to make room for the next NPC. The NPC will not attempt to clear its landing space if it cannot do so by taking a few steps forward
- additionalequipment
- <choices> Weapons
Literal Value Description weapon_ar2 AR2" weapon_shotgun Shotgun weapon_smg1 SMG1 weapon_stunstick Stun Stick 0 Nothing
- NumGrenades
- <integer> Number of Grenades
- Use 999999 for unlimited
- model
- <studio/choices>
Literal Value Description models/combine_soldier.mdl Regular Soldier models/combine_soldier_prisonguard.mdl Nova Prospekt Soldier models/combine_super_soldier.mdl Elite Soldier
- <boolean> If set, soldier will pressure the enemy (Keep advancing).
Flags
- 65536 : Start LookOff
- Used when only what combine to react to what the spotlight sees
Inputs
- BeginRappel
- LookOn
- Look normally
- LookOff
- Don't look for myself, use other squad member's eyes
- StartPatrolling
- Patrol whenever I'm idle or alert.
- StopPatrolling
- Stop patrolling when I'm idle or alert.
- ThrowGrenadeAtTarget <target_destination>
- Throw a grenade at the specified target.
Outputs
- OnRappelTouchdown
- Fires when done rappeling