npc_combine_camera
		
		
		
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A ceiling-mounted camera. This is the more popular cousin of npc_turret_ceiling. A "glow" sprite, initially green, is attached to the rotating camera portion, and changes colors if it detects enemies within its radius. (specified below)
Keyvalues
| 
 CBaseCombatCharacter: 
 
 CAI_BaseNPC: 
 
 
 
 
 
 
 
 
 DamageFilter: 
  | 
- Inner radius ([todo internal name (i)]) <integer>
 - The camera will only lock onto enemies that are within the inner radius.
 
- Outer radius ([todo internal name (i)]) <integer>
 - The camera will flash amber when enemies are within the outer radius, but outside the inner radius.
 
- Default target ([todo internal name (i)]) <targetname>
 - The default target is the entity that the camera follows when it has no other target to track.
 
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 : Always Become Angry On New Enemy
 - 64 : Ignore Enemies (Scripted Targets Only)
 - 128 : Start Inactive
 - 256 : Long Visibility/Shoot
 - 512 : Fade Corpse
 - 1024 : Think outside PVS
 - 2048 : Template NPC (will not spawn, used by npc_template_maker but not point_template)
 - 4096 : Do Alternate collision for this NPC (player avoidance)
 - 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 
) - 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 
dispositionare: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:
- Disable
 - Disables the camera. If open, the camera closes.
 
- Enable
 - Enables the camera. If closed, the camera opens.
 
- Toggle
 - Toggle - If open, close. If closed, open.
 
- SetAngry
 - Causes the camera to become angry as if it has seen something to get angry about.
 
- SetIdle
 - Causes the camera to calm down if it is angry.
 
Outputs
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
  | 
- OnFoundPlayer <targetname>
 - Fired when the player is spotted within the inner radius.
 
- OnFoundEnemy <targetname>
 - Fired when a non-player enemy is spotted within the inner radius.
 
