Npc combinegunship

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Entity Description

Combine Gunship - click to enlarge.

Note: The gunship does not seem to use info_node_airs for navigation and seems to follow path_tracks exclusively! It does so quite intelligently, though, so the result looks rather dynamic.

Use info_target_gunshipcrash entities to suggest spectacular crashing points for defeated gunships.

Note.pngNote:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.

Dedicated Console Variables

  • sk_gunship_burst_size
<integer> Fire off this many bullets in a burst
  • sk_gunship_burst_min
<float>
  • sk_gunship_burst_dist
<float>
  • sk_gunship_health_increments
<integer> Number of times the gunship must be struck by explosive damage
Multiplied for skill settings
  • g_debug_gunship
<choices> Debug type
Literal Value Description
0 Disabled
1 Leading
2 Path
3 Stitching
  • sk_npc_dmg_gunship
<float> Used by ammotype "CombineCannon"
  • sk_npc_dmg_gunship_to_plr
<float> Used by ammotype "CombineCannon"

Keyvalues

  • BaseHelicopter:
Initial Speed (InitialSpeed) <string>
The speed that the entity should try to reach as soon as it spawns
Target path_track (target) <targetname>
The name of a path_track that this NPC will fly to after spawning.

Flags

  • 1 : Wait Till Seen
  • 2 : Gag (No IDLE sounds until angry)
  • 4 : Fall to ground (unchecked means *teleport* to ground)
  • 8 : Drop Healthkit
  • 16 : Efficient - Don't acquire enemies or avoid obstacles
  • 32 : No Rotorwash
  • 64 : Await Input
  • 128 : Wait For Script
  • 256 : Long Visibility/Shoot
  • 512 : Fade Corpse
  • 1024 : Think outside PVS
  • 2048 : Template NPC (used by npc_maker, will not spawn)
  • 4096 : No ground attack
  • 8192 : Don't drop weapons

Inputs

BaseNPC inputs 

CAI_BaseNPC:

ActivateSpeedModifier  !FGD
DisableSpeedModifier  !FGD
Break
Smash into pieces. If this is not possible, disappear.
BecomeRagdoll  (in all games since Half-Life 2: Episode Two)
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 Half-Life 2: Episode One)
Force the NPC to use a dynamic interaction with another NPC. Syntax is <targetname> <dynamic interaction>.
ForgetEntity <targetnameRedirectInput/string>
Clears out the NPC's knowledge of a named entity.
UpdateEnemyMemory  (in all games since Half-Life 2: Episode One)
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 Half-Life 2: Episode One)
UnholsterWeapon  (in all games since Half-Life 2: Episode One)
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 Half-Life 2: Episode One)
Same as HolsterWeapon, except the weapon is destroyed once it has been concealed.
IgnoreDangerSounds <floatRedirectInput/float>
Ignore danger sounds for the specified number of seconds.
InsideTransition  !FGD
OutsideTransition  !FGD
SetBodyGroup <integerRedirectInput/integer>
HACK: Sets this NPC's body group (from 0–n).
SetEnemyFilter <stringRedirectInput/string>
SetHealth <integerRedirectInput/integer>
Set the NPC's health.
SetMaxLookDistance <floatRedirectInput/float> (only in Garry's Mod)
Sets the maximum look distance for the NPC. Defaults are 2048 and 6000 for long range NPCs.
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 disposition are:
  • D_HT: Hate
  • D_FR: Fear
  • D_LI: Like
  • D_NU: Neutral
SetSquad <stringRedirectInput/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 <floatRedirectInput/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:

SetDamageFilter <stringRedirectInput/string>
Sets the entity to use as damage filter. Pass in an empty string (no parameter) to clear the damage filter.
  • OmniscientOn
Gunship knows target's location even when target is out of sight or behind cover
  • OmniscientOff
Gunship relies on normal sight functions to locate target
  • BlindfireOn
Gunship will fire at an unseen target, attempting to punch through to them
  • BlindfireOff
Gunship only fires at visible target
  • SetPenetrationDepth <float>
Set penetration depth of bullets
  • SetDockingBBox
Shrink Bounding Box
  • SetNormalBBox
Set Bounding Box to normal size
  • EnableGroundAttack
Allow the gunship to use its ground attack
  • DisableGroundAttack
Don't allow the gunship to use its ground attack
  • DoGroundAttack <string>
Causes the gunship to execute its ground attack
  • BecomeInvulnerable
Stops the gunship from taking damage, but still makes sounds effects
  • BecomeVulnerable
Makes the gunship act normally to damage
  • EnableRotorSound
  • DisableRotorSound

Outputs

  • {| class="mw-collapsible mw-collapsed" style="background:rgba(0,0,0,0.05) ;float:no;margin-bottom:1em;margin-left:0;padding-right:0.5em;border:1px solid rgba(255,255,255,0.1); border-left:solid 1px #8bb9e0; padding-left:1em;"

|+ style="text-align:left; white-space:nowrap; font-weight:bold; color:#ddd; " | BaseNPC Outputs |

OnDamaged
Fired when this NPC takes damage (!activator is the damage inflictor).
OnDamagedByPlayer
Fired when this NPC is hurt by a player (!activator is the attacker or vehicle driver [if friendly fire]).
OnDamagedByPlayerSquad
Fired when this NPC is hurt by a player OR by one of the player's squadmates (!activator is the attacker or vehicle driver [if friendly fire]).
OnDeath
Fired when this NPC is killed (!activator is the killer).
OnDenyCommanderUse
Fired when this NPC has refused to join the player's squad.
OnForcedInteractionAborted
Fired when the NPC aborts a forced interaction for some reason (target NPC died, couldn't be pathed to, etc.).
OnForcedInteractionStarted
Fired when the NPC starts a forced interaction.
OnForcedInteractionFinished
"NPCs in actbusies can no longer perform dynamic interactions."
Todo: What does this mean?
OnHalfHealth
Fired when this NPC reaches half of its maximum health.
OnHearCombat
Fired when this NPC hears combat sounds.
OnHearPlayer
Fired when this NPC hears the player.
OnHearWorld
Fired when this NPC hears a sound (other than combat or the player).
OnFoundEnemy <targetname*RedirectOutput/ehandle>
Fired when this NPC establishes line of sight to its enemy.
OnLostEnemy
Fired when this NPC loses its enemy. Usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy.
OnLostEnemyLOS
Fired when this NPC loses line of sight to its enemy.
OnFoundPlayer <targetname*RedirectOutput/ehandle>
Fired when this NPC establishes line of sight to its enemy, and that enemy is a player.
OnLostPlayer
Fired when this NPC loses its enemy, and that enemy was a player. Usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy.
OnLostPlayerLOS
Fired when this NPC loses line of sight to its enemy, and that enemy is a player.
OnSleep
Fired when this NPC enters a sleep state.
OnWake
Fired when this NPC comes out of a sleep state.

|}

  • OnFireCannon
Fires when the gunship fires a cannon round
  • OnFirstDamage
Fired when the first damage is done to the gunship.
  • OnSecondDamage
Fired when the second damage is done to the gunship.
  • OnThirdDamage
Fired when the third damage is done to the gunship.
  • OnFourthDamage
Fired when the fourth damage is done to the gunship.

Notes

A gunship can be directed to crash at a certain spot when destroyed, by use of an info_target_gunshipcrash entity.

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