Template:KV Hintnode: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (added help links to key names)
m (oops)
Line 72: Line 72:
*'''[[Hint_nodes#Node_FOV|nodeFOV]]'''
*'''[[Hint_nodes#Node_FOV|nodeFOV]]'''
:<integer> Imagine this node requires that an NPC be in the node's field of view in order to use this hint.
:<integer> Imagine this node requires that an NPC be in the node's field of view in order to use this hint.
*'''[[Hint_nodes#Enable.2FDisable|StartHintDisabled]]'''
*'''[[Hint_nodes#Enable.2FDisable_Hint|StartHintDisabled]]'''
:{{boolean}}
:{{boolean}}
*'''[[Hint_nodes#Hint_Group|Group]]'''
*'''[[Hint_nodes#Hint_Group|Group]]'''

Revision as of 20:21, 2 March 2008

hinttype

<choices> Hint
Literal Value Description
0 None
2 World: Window
12 World: Act Busy Hint
13 World: Visually Interesting
14 World: Visually Interesting (Don't aim at)
15 World: Inhibit Combine Mines within 15 feet
Template:Ep1 add Template:Ep1 add
100 Crouch Cover Medium
101 Crouch Cover Low
102 Waste Scanner Spawn
103 Entrance / Exit Pinch
104 Guard Point
105 Enemy Disadvantage Point
106 Health Kit
400 Antlion: Burrow Point
401 Antlion: Thumper Flee Point
450 Headcrab: Burrow Point
Template:Ep1 add Template:Ep1 add
500 Roller: Patrol Point
501 Roller: Cleanup Spot
700 Crow: Fly to point
701 Crow: Perch point
900 Follower: Wait point
901 Override jump permission
902 Player squad transition point
903 NPC exit point
904 Strider node
Template:Ep1 add Template:Ep1 add
1000 HL1 World: Machinery
1001 HL1 World: Blinking Light
1002 HL1 World: Human Blood
1003 HL1 World: Alien Blood
<string> Activity associated with this hint node. Various parts of the NPC AI play this activity at times. i.e. Actbusy nodes will play this activity when an NPC acts busy on the node.
<integer> Imagine this node requires that an NPC be in the node's field of view in order to use this hint.
<boolean>
<string> If specified, gives the hint a specific group name. Useful for hint nodes that need to be logically grouped together. NPCs may also refuse to use hint nodes that don't match their hint group.
<node_dest> The node ID of an associated target node, if any.
<choices> Don't pay attention to the facing of the node. May not apply to a given hint type.
Initial Value Description
0 No
1 Yes
2 Default
<choices> Require an NPC have a minimum state to use the hint.
Initial Value Description
1 Idle
2 Alert
3 Combat
<choices> Require an NPC have a maximum state to use the hint.
Initial Value Description
1 Idle
2 Alert
3 Combat