Npc manhack: 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.
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Essentially a physics prop with AI, the Manhack does exactly what its name suggests. Can be carried and thrown by [[npc_metropolice|Metrocops]]. | Essentially a physics prop with AI, the Manhack does exactly what its name suggests. Can be carried and thrown by [[npc_metropolice|Metrocops]]. | ||
{{flying npc}} | |||
{{npcnote}} | {{npcnote}} | ||
Revision as of 15:48, 7 March 2008
Entity Description
Essentially a physics prop with AI, the Manhack does exactly what its name suggests. Can be carried and thrown by Metrocops.
- This is a flying NPC that uses info_node_air, info_node_air_hint or path_tracks for AI navigation.

Dedicated Console Variables
- sk_manhack_health (Default: 25)
- <integer> A manhack's spawn health.
- sk_manhack_melee_dmg (Default: 20)
- <integer> Melee damage.
Keyvalues
Flags
- 65536 : Start packed up (folded and engine off)
- 131072 : Don't use any damage effects
- 262144 : Use Air Nodes
- 1048576 : No Danger Sounds
Inputs
- Template:I basenpc
- AlyxInteractable:
- InteractivePowerDown (in all games since
)
- Shutdown this target.
- DisableSwarm
- Disable the manhack swarm behavior.
- Unpack
- Causes the manhack to stop being packed up.
Outputs
- OnAlyxStartedInteraction
- Fired when Alyx begins to interact with this entity.
- OnAlyxFinishedInteraction
- Fired when Alyx has finished interacting with this entity.