Npc helicopter: 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 (added flying npc tag)  | 
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* [[npc_heli_avoidsphere]]  | * [[npc_heli_avoidsphere]]  | ||
* [[npc_heli_nobomb]]  | * [[npc_heli_nobomb]]  | ||
* [[helicopter_bomb]]  | |||
{{npcnote}}  | {{npcnote}}  | ||
Revision as of 21:47, 2 March 2008
Entity Description
- This is a flying NPC that uses info_node_air, info_node_air_hint or path_tracks for AI navigation.
 
A Combine helicopter, armed with a machine gun and rolling mines.
Related Entities:
Dedicated Console Variables
- sk_helicopter_health
 
- <integer> Helicopter Spawn Health
 
- sk_helicopter_firingcone
 
- <float> The angle in degrees of the cone in which the shots will be fired
 
- sk_helicopter_burstcount
 
- <integer> How many shot bursts to fire after charging up. The bigger the number, the longer the firing is
 
- sk_helicopter_roundsperburst
 
- <integer> How many shots to fire in a single burst
 
- sk_helicopter_grenadedamage
 
- <float> The amount of damage the helicopter grenade deals.
 
- sk_helicopter_grenaderadius
 
- <float> The damage radius of the helicopter grenade.
 
- sk_helicopter_grenadeforce
 
- <float> The physics force that the helicopter grenade exerts.
 
- sk_npc_dmg_helicopter_to_plr
 
- <float> Damage helicopter shots deal to the player
 - Used in ammotype "HelicopterGun"
 
- sk_npc_dmg_helicopter
 
- <float> Damage helicopter shots deal to everything but the player
 - Used in ammotype "HelicopterGun"
 
- sk_helicopter_drone_speed
 
- <float> How fast does the zapper drone move?
 
- g_helicopter_chargetime
 
- <float> How much time we have to wait (on average) between the time we start hearing the charging sound + the chopper fires
 
- g_helicopter_bullrush_distance
 
- <float>
 
- g_helicopter_bullrush_bomb_enemy_distance
 
- <float>
 
- g_helicopter_bullrush_bomb_time
 
- <float>
 
- g_helicopter_idletime
 
- <float>
 
- g_helicopter_maxfiringdist
 
- <float>
 
- g_helicopter_bullrush_bomb_speed
 
- <float>
 
- g_helicopter_bullrush_shoot_height
 
- <float>
 
- g_helicopter_bullrush_mega_bomb_health
 
- <float>
 
Keyvalues
- InitialSpeed
 
- <float>
 
- GracePeriod
 
- <float> Time in seconds the helicopter has to see the player before he starts shooting
 
- PatrolSpeed
 
- <float> Speed at which the helicopter moves if he has no enemy.
 
Flags
- 65536 : Loud rotor wash sound
 
- 131072 : Electrical drone
 
- 262144 : Helicopter lights
 
- 524288 : Ignore avoid spheres+boxes
 
- 1048576 : More aggressive attacks
 
Inputs
- GunOn
 
- GunOff
 
- MissileOn
 
- MissileOff
 
- EnableRotorWash
 
- DisableRotorWash
 
- EnableRotorSound
 
- DisableRotorSound
 
- StartBombingVehicle
 
- Starts the chopper leading enemy vehicles and dropping bombs on them.
 
- StartTrailingVehicle
 
- Starts the chopper trailing enemy vehicles and shooting at them.
 
- StartDefaultBehavior
 
- Starts the chopper in the mode where he always stops at nav points instead of stopping anywhere in between nav points.
 
- StartAlwaysLeadingVehicle
 
- Starts the chopper *always* leading enemy vehicles (regardless of how they are moving w/respect to the path) and dropping bombs on them. This mode is different from StartBombingVehicle in that it never uses the machine gun.
 
- StartSprinkleBehavior
 
- Starts the chopper dropping bombs randomly + shooting at the player.
 
- StartBullrushBehavior
 
- Starts the chopper bullrushing the player.
 
- SetHealthFraction <float>
 
- Sets the chopper health as a percentage of max health
 
- EnableDeadlyShooting
 
- Starts the chopper being deadly to on-foot players
 
- DisableDeadlyShooting
 
- Stops the chopper being deadly to on-foot players
 
- StartNormalShooting
 
- The chopper will fire in short bursts. Good for on-foot experiences
 
- StartLongCycleShooting
 
- The chopper fires in long bursts
 
- StartContinuousShooting
 
- The chopper fires continuously.
 
- ResetIdleTime
 
- Allows the helicopter to fire immediately if he's not in the middle of charging or firing
 
- SetAngles <angles>
 
- Instantly snaps the orientation of the helicopter
 
- DropBomb
 
- Immediately drops a bomb based on normal bomb dropping rules
 
- DropBombStraightDown
 
- Immediately drops a bomb directly downwards
 
- DropBombAtTarget <target_destination>
 
- Immediately drops a bomb directly at the target destination, but only if the player isn't right there
 
- DropBombAtTargetAlways <target_destination>
 
- Immediately drops a bomb directly at the target destination, no matter whether it's fair or not.
 
- DropBombDelay <float>
 
- Add a delay before the next bomb is dropped
 
- BecomeIndestructible
 
- Makes the helicopter take no more damage
 
- DisablePathVisibilityTests
 
- When the helicopter moves, he will not check for visibility from the path_track to the enemy to cull out path_tracks
 
- EnablePathVisibilityTests
 
- When the helicopter moves, he will only move to path_tracks that have line-of-sight to the enemy
 
Outputs
- OnHealthChanged <integer>
 
- Fires when the helicopter health changes. The integer is the percentage of health the chopper has from 0-100.