Npc advisor

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The sluggy, evil, worm like things that are known as Combine Advisors. They are capable of using telekinesis to levitate multiple objects and throw them at the player, inflicting damage. Objects are first "Staged" by being flung to one of several pre-determined positions, then flung at the player one at a time, or all at once.


Keyvalues
- Levitation area
<targetname>
- Trigger volume inside which levitated objects reside.
- Levitation goal bottom
<targetname>
- Objects will levitate at least as high as this entity.
- Levitation goal bottom
<targetname>
- Objects will not levitate any higher than this entity.
- Staging Position Names
<targetname>
- The "staging" positions that entities must move to before being thrown. Should be at least as many as are set in the "SetStagingNum".
- Priority name for grabbing
<string>
- If any entities named this are present, the advisor will preferentially pick them up for throwing at the player.
CBaseCombatCharacter:
CAI_BaseNPC:
DamageFilter:
|
Flags
- Wait Till Seen : [1]
- Prevents this NPC from seeing (or being seen) until it enters a player's viewcone.
- Gag : [2]
- Won't make IDLE sounds until it's angry.
- Fall to ground (unchecked means teleport to ground) : [4]
- Drop Healthkit : [8]
- Causes this NPC to drop an item_healthvial upon dying.
- Efficient : [16]
- Don't acquire enemies or avoid obstacles
- Wait For Script : [128]
- Forces this NPC to "wait" in an idle state until it finishes playing a scripted_sequence.
- Long Visibility/Shoot : [256]
- By default, increases a NPC's sight range to
6,000
units and allows it to attack from anywhere within that distance.
- Fade Corpse : [512]
- Think outside PVS : [1024]
- Allows this NPC to run its regular AI outside of any player's PVS.
- Template NPC : [2048]
- Marks this NPC as a template for entities like npc_template_maker. The NPC will not spawn on its own. This is not needed for point_template.
- Do Alternate collision for this NPC (player avoidance) : [4096]
- Don't drop weapons : [8192]
- Ignore player push : [16384] (in all games since
)
- Entity won't give way to player.
Inputs
SetThrowRate <float>
- Sets speed at which Advisor throws objects.
SetStagingNum <int>
- Sets the number of objects that an Advisor can "stage" at a time.
WrenchImmediate
- Immediately flings a levitated object at the player, skipping the "staging" stage.
PinPlayer
- Not functional.
BeamOnr
BeamOff
- Enables/Disables beam effect between Advisor and active prop.
ElightOn
ElightOff
- Enables/Disables Advisor's Elight.
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.
- SetMaxLookDistance <float > (only in
)
- 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
: 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:
Outputs
OnPickingThrowable
- Fired when Advisor begins to "stage" a throwable.
OnThrowWarn
- Fired right before Advisor warns player of a throw
OnThrow
- Fired when Advisor throws a throwable
OnHealthIsNow
- Fired once every frame with Advisor's current health.
|
Fixing the bugs
Do not spawn these ingame, as the model name must be specified as a keyvalue - failure to do so results in a null-pointer exception! This can be fixed if you are shipping your own binaries by editing line 376 in Npc_Advisor.cpp. Replace
SetModel( STRING( GetModelName() ) );
With
SetModel( "models\advisor.mdl" );
Or simply compile the entity into your map.
Also, The Advisor will not attack the player, or levitate props unless you set "NPC_ADVISOR_HAS_BEHAVIOR" in npc_advisor_shared.h and compile.
Dedicated Console Cvars
- sk_advisor_health
<def. 1000>
- Defines an Advisor's Spawn Health.
- advisor_throw_velocity
<def. 1100>
- Speed at which advisor throws objects.
- advisor_throw_rate
<def. 4>
- How often "staged" objects are thrown at the player, in seconds.
- advisor_throw_warn_time
<def. 1>
- Warns the player this number of seconds before throwing object.