Info npc spawn destination

From Valve Developer Community
Revision as of 08:02, 30 April 2019 by Ninjaofsauce (talk | contribs) (Made link to NPC_Marker)
Jump to navigation Jump to search
Info target.png

Template:Base point It is a NPC spawn destination. An npc_template_maker (or another npc_maker which use templates, such as npc_hunter_maker) can optionally have these set as the destination where the NPC will spawn. If multiple info_npc_spawn_destinations exist with the same targetname, one will be selected either at random, or based on the parameters of the npc_template_maker.


Icon-Bug.pngBug:These use the HUMAN_HULL to see if a destination has enough space to spawn an NPC. This can be problematic when used to spawn NPCs in small spaces, like npc_manhacks.  [todo tested in ?]

Keyvalues

Reuse Delay ([todo internal name (i)]) <float>
After an NPC is spawned at this destination, the delay before this destination is eligible for selection again.
New NPC Name ([todo internal name (i)]) <string>
If an NPC spawns at this destination, change that NPC's targetname to this.
Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Parentname:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
Pitch Yaw Roll (Y Z X) (angles) <QAngle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.

Inputs

Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <stringRedirectInput/string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.

Outputs

OnSpawnNPC
Fired when an NPC spawns at this destination.