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Revision as of 08:54, 29 February 2008
Entity description
The downtrodden citizens of City 17.
Dedicated CVars
- ai_citizen_debug_commander (Default: 1)
 
- <boolean>
 
- g_ai_citizen_show_enemy (Default: 0)
 
- <boolean>
 
- npc_citizen_auto_player_squad (Default: 1)
 
- <boolean>
 
- npc_citizen_auto_player_squad_allow_use (Default: 0)
 
- <boolean>
 
- npc_citizen_explosive_resist (Default: 0)
 
- <boolean>
 
- npc_citizen_insignia (Default: 0)
 
- <boolean>
 
- npc_citizen_squad_marker (Default: 0)
 
- <boolean>
 
- sk_citizen_giveammo_player_delay (Default: 10.0)
 
- <float> The amount of time between ammo assistances.
 
- sk_citizen_heal_ally (Default: 30)
 
- <integer>
 
- sk_citizen_heal_ally_delay (Default: 20.0)
 
- <float> The amount of time between medical assistances.
 
- sk_citizen_heal_player (Default: 35)
 
- <integer>
 
- sk_citizen_heal_player_delay (Default: 25.0)
 
- <float> The amount of time between medical assistances.
 
- sk_citizen_heal_player_min_forced (Default: 10)
 
- <integer>
 
- sk_citizen_heal_player_min_pct (Default: 0.60)
 
- <float>
 
- sk_citizen_health (Default: 40)
 
- <integer> A citizen's spawn health.
 
- sk_citizen_player_stare_dist (Default: 72.0)
 
- <float>
 
- sk_citizen_player_stare_time (Default: 1.0)
 
- <float>
 
- sk_citizen_stare_heal_time (Default: 5.0)
 
- <float>
 
Keyvalues
- additionalequipment
 
- <choices> Weapons - Allows any weapon
 - Pick one that is made to function for NPCs
 
Literal Value Description weapon_smg1 SMG1 weapon_ar2 AR2 weapon_stunstick Stun Stick weapon_crowbar Crow Bar weapon_shotgun Shotgun weapon_beerbottle Beer bottle (Not coded - Don't use) weapon_beerbottle2 Beer bottle2 (Not coded - Don't use) weapon_rpg RPG 0 Nothing 
- ammosupply
 
- <choices> Ammo to Resupply (if spawnflag set)
 
Literal Value Description Pistol Pistol SMG1 SMG1 SMG1_Grenade SMG1 Grenade AR2 AR2 Buckshot Shotgun RPG_Round RPG Grenade Grenade XBowBolt Crossbow Bolt 
- ammoamount
 
- <integer> Amount of ammo to give
 
- citizentype
 
- <choices>
 
Literal Value Description Outfit 0 Default The normal blue civil outfit. Todo: Does this value differ from the Downtrodden value?1 Downtrodden The normal blue civil outfit. 2 Refugee A somewhat torn civil outfit, either blue or white. (See model entry below.) 3 Rebel The rebel outfit. 4 Unique The normal blue civil outfit. Todo: Does this value differ from the Downtrodden value?
- This variable affects the model used in-game. See model entry below.
 
- expressiontype
 
- <choices>
 
Literal Value Description 0 Random 1 Scared 2 Normal 3 Angry 
- model
 
- <string/choices>
 
Literal Value Description Details models/humans/group01/male_01.mdl Male 1 Van. Black wearing a blue suit. models/humans/group01/male_02.mdl Male 2 Todo: Fill in name.Caucasian wearing a white jacket.models/humans/group01/male_03.mdl Male 3 Joe. Black wearing a blue suit. models/humans/group01/male_07.mdl Male 4 Todo: Fill in name.Caucasian wearing a blue suit.models/humans/group01/male_08.mdl Male 5 Vance. Caucasian wearing a white jacket. Old. models/humans/group01/male_09.mdl Male 6 Todo: Fill in name.Caucasian wearing a blue suit.models/humans/group01/female_01.mdl Female 1 Todo: Fill in name.Caucasian wearing a blue suit.models/humans/group01/female_02.mdl Female 2 Todo: Fill in name.Caucasian wearing a white jacket.models/humans/group01/female_03.mdl Female 3 Kim. Black wearing a blue suit. Has a red scarf in-game - cyan if she's a medic. models/humans/group01/female_04.mdl Female 4 Chau. Asian wearing a white jacket. models/humans/group01/female_06.mdl Female 5 Todo: Fill in name.Caucasian wearing a blue suit.models/humans/group01/female_07.mdl Female 6 Todo: Fill in name.Black wearing a white jacket.models/humans/group01/male_cheaple.mdl Cheaple Male 1 Low-detail caucasian wearing a blue suit. Only works if Type is set to Default or Downtrodden. (Otherwise you will just get the "ERROR" model.) models/odessa.mdl Odessa. DO NOT USE. Colonel Cubbage. Only works if Type is set to Unique. (Otherwise you will just get "ERROR" in-game.) 
- If citizentype is set to 1 (Downtrodden), these are the models used. Other values cause the equivalent models from models/humans/group02/ (for 2 - Refugee) and models/humans/group03/ (for 3 - Rebel) to be used. The clothing changes appear only in-game, and not in Hammer.
 - Clothing descriptions apply for group02 only.
 - If the Medic flag is set and the citizentype (Type) is set to 3 (Rebel), the equivalent models from models/humans/group03m/ are used.
 
- If you set model to something else than the default model value ( eg. Male 02), to something like (models/alyx.mdl) and disable random faces in flags, you can override the model inside the game. Note: you might need to set type to unique.
 
- ExpressionOverride
 
- <string> Facial expression override
 
- notifynavfailblocked
 
- <boolean> Fire output when Nav is blocked?
 
- <boolean> A permanent squad member cannot leave the player's squad unless killed or explicity removed by entity I/O. Only use this if you're sure you want to override the default AI.
 
- <string> If you want your citizens to squad with the player but not obey commands the player gives to move the squad, put a concept here and this citizen will speak the concept instead of obeying the order.
 
Flags
- 65536 : Follow player on spawn
 
- 131072 : Medic
 
- 262144 : Random Head
 
- 524288 : Ammo Resupplier
 
- 1048576 : Not Commandable
 
- 2097152 : Don't use speech semaphore. Template:Ep1 add
 
- 4194304 : Random male head
 
- 8388608 : Random female head
 
- 16777216 : Use RenderBox in ActBusies.
 
- This makes the collision hull surround the model rather than using the human hull. It's more computationally expensive, but necessary when ActBusies involve close proximity to other props/geometry or animate the citizens in a more dynamic way.
 
Inputs
- TalkNPC:
 
- SpeakResponseConcept  <string> (in all games since 
) - Speak the specified response concept immediately.
 
BaseNPC inputs 
CAI_BaseNPC:
- ActivateSpeedModifier !FGD
 
- DisableSpeedModifier !FGD
 
- Break
 - Smash into pieces. If this is not possible, disappear.
 
- BecomeRagdoll   (in all games since 
) - Remove itself and instantly become a ragdoll with zero force (just go limp). OnDeath, etc. outputs will NOT be fired.
 
- ForceInteractionWithNPC  <string> <string>   (in all games since 
) - Force the NPC to use a dynamic interaction with another NPC. Syntax is <targetname> <dynamic interaction>.
 
- ForgetEntity <targetname>
 - Clears out the NPC's knowledge of a named entity.
 
- UpdateEnemyMemory   (in all games since 
) - Update (or create) this NPC's memory of of the given entity.
 
- GagEnable
 
- GagDisable
 - Gagged NPCs won't speak (or moan, caw, etc.) unless made to be a choreographed scene.
 
- HolsterWeapon   (in all games since 
) 
- UnholsterWeapon   (in all games since 
) - Force the NPC to holster or unholster their weapon. Ignored if the NPC is scripting or if the NPC doesn't use weapons.
 
- HolsterAndDestroyWeapon   (in all games since 
) - Same as 
HolsterWeapon, except the weapon is destroyed once it has been concealed. 
- IgnoreDangerSounds <float>
 - Ignore danger sounds for the specified number of seconds.
 
- InsideTransition !FGD
 
- OutsideTransition !FGD
 
- SetBodyGroup <integer>
 - HACK: Sets this NPC's body group (from 0–n).
 
- SetEnemyFilter <string>
 
- SetHealth <integer>
 - Set the NPC's health.
 
- SetRelationship <string|targetname or classname> <string|disposition> <int|rank>
 - Changes whether this NPC likes or dislikes certain others. Used like the ai_relationship entity, with this NPC as the subject.
 - Values for 
dispositionare:D_HT: HateD_FR: FearD_LI: LikeD_NU: Neutral
 
- SetSquad <string>
 - Change the name of this NPC's squad. Leaving the parameter blank will remove the NPC from any existing squad.
 
- StartScripting
 
- StopScripting
 - Enter/exit scripting state, where 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 NPCs' idle speech, and so on.
 
- Wake
 - Wakes up the NPC if it is sleeping.
 
CBaseCombatCharacter:
- KilledNPC !FGD
 - Tells the entity it killed something. Despite the name, this can include a player. This input will be automatically sent by the victim when they die.
 
- 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.
 
DamageFilter:
- PlayerCompanion:
 
- OutsideTransition   (in all games since 
) - Use this input to teleport the NPC to a hint node with the "Player Squad Transition Point" hint type.
 
- EnableAlwaysTransition   (in all games since 
) 
- DisableAlwaysTransition   (in all games since 
) - 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 
) 
- MakeRegularAlly   (in all games since 
) - Determines whether the game should end if this character dies.
 
- EnableWeaponPickup   (in all games since 
) 
- DisableWeaponPickup   (in all games since 
) - Enables/disables weapon pickup.
 
- SetExpressionOverride <string>
 
- Set facial expression override
 
- StartPatrolling
 
- Patrol whenever I'm idle or alert.
 
- StopPatrolling
 
- Stop patrolling when I'm idle or alert.
 
- SetCommandable
 
- Make a previously uncommandable citizen commandable
 
- SetMedicOn
 
- Set the medic flag on. Will not change the model or skin of the citizen.
 
- SetMedicOff
 
- Set the medic flag off. Will not change the model or skin of the citizen.
 
- SetAmmoResupplierOn
 
- Set the ammo-resupplier flag on. Will not change the model or skin of the citizen.
 
- SetAmmoResupplierOff
 
- Set the ammo-resupplier flag off. Will not change the model or skin of the citizen.
 
- SetReadinessLow
 
- Set readiness to calmest state (Bored)
 
- SetReadinessMedium
 
- Set readiness to moderate (Alert)
 
- SetReadinessHigh
 
- Set readiness to highest. (Combat imminent)
 
- LockReadiness <float>
 
- Lock readiness at current setting for x seconds -1 = forever, 0 = unlock now
 
- GiveWeapon <classname>
 
- Gives the NPC the specified weapon - excluded from FGD
 
- SpeakIdleResponse
 
- Forces the NPC to speak an idle response - excluded from FGD
 
- Remove from player squad, instantly.
 
- Set readiness to panic state (Special)
 
Outputs
- OnJoinedPlayerSquad
 
- Fires when joins player squad
 
- OnLeftPlayerSquad
 
- Fires when leaves player squad (doesn't include death or deletion)
 
- OnFollowOrder
 
- Fires when ordered to follow player
 
- OnStationOrder
 
- Fires when ordered to a location by player
 
- OnPlayerUse
 
- Fires when a player +USEs the citizen. Template:Plact
 
- OnNavFailBlocked
 
- Fires when this Citizen's movement fails because he/she is blocked by a dynamic object.
 
