Npc citizen

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Entity Description

Citizens

The downtrodden citizens of City 17.

Dedicated Console Variables

  • sk_citizen_health
<integer> A citizen's spawn health

Keyvalues

  • additionalequipment
<choices> Weapons - Allows any weapon
Pick one that is made to function for NPCs
Literal Value Description
weapon_smg1 SMG1
weapon_ar2 AR2
weapon_stunstick Stun Stick
weapon_crowbar Crow Bar
weapon_shotgun Shotgun
weapon_beerbottle Beer bottle (Not coded - Don't use)
weapon_beerbottle2 Beer bottle2 (Not coded - Don't use)
weapon_rpg RPG
0 Nothing
  • ammosupply
<choices> Ammo to Resupply (if spawnflag set)
Literal Value Description
Pistol Pistol
SMG1 SMG1
SMG1_Grenade SMG1 Grenade
AR2 AR2
Buckshot Shotgun
RPG_Round RPG
Grenade Grenade
XBowBolt Crossbow Bolt
  • ammoamount
<integer> Amount of ammo to give
  • citizentype
<choices>
Literal Value Description
0 Default
1 Downtrodden
2 Refugee
3 Rebel
4 Unique
This variable affects the model used in-game. See model entry below.
  • expressiontype
<choices>
Literal Value Description
0 Random
1 Scared
2 Normal
3 Angry
  • model
<string/choices>
Literal Value Description
models/humans/group01/male_01.mdl Male 1
models/humans/group01/male_02.mdl Male 2
models/humans/group01/male_03.mdl Male 3
models/humans/group01/male_07.mdl Male 4
models/humans/group01/male_08.mdl Male 5
models/humans/group01/male_09.mdl Male 6
models/humans/group01/female_01.mdl Female 1
models/humans/group01/female_02.mdl Female 2
models/humans/group01/female_03.mdl Female 3
models/humans/group01/female_04.mdl Female 4
models/humans/group01/female_06.mdl Female 5
models/humans/group01/female_07.mdl Female 6
models/humans/group01/male_cheaple.mdl Cheaple Male 1
models/odessa.mdl Odessa. DO NOT USE.
If citizentype is set to 1 (downtrodden), these are the models used. Other values cause the equivalent models from models/humans/group02/ (for 2 - refugee) and models/humans/group03/ (for 3 - rebel) to be used. The changes appear only in-game and not in Hammer.
If the Medic flag is set and the citizentype is set to 3 (rebel), the equivalent models from models/humans/group03m/ are used.
  • ExpressionOverride
<string> Facial expression override
  • notifynavfailblocked
<boolean> Fire output when Nav is blocked?
<boolean> A permanent squad member cannot leave the player's squad unless killed or explicity removed by entity I/O. Only use this if you're sure you want to override the default AI.
<string> If you want your citizens to squad with the player but not obey commands the player gives to move the squad, put a concept here and this citizen will speak the concept instead of obeying the order.

Flags

BaseNPC 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]
Note.pngNote:This flag is disabled in Half-Life 2: Episode One Half-Life 2: Episode Two episodic for player companions, because the StartScripting input does this.
Don't drop weapons : [8192]
Ignore player push : [16384] (in all games since Source 2006)
Entity won't give way to player.
  • 65536 : Follow player on spawn
  • 131072 : Medic
  • 262144 : Random Head
  • 524288 : Ammo Resupplier
  • 1048576 : Not Commandable
  • 4194304 : Random male head
  • 8388608 : Random female head
  • 16777216 : Use RenderBox in ActBusies.
This makes the collision hull surround the model rather than using the human hull. It's more computationally expensive, but necessary when ActBusies involve close proximity to other props/geometry or animate the citizens in a more dynamic way.

Inputs

  • PlayerCompanion:
OutsideTransition  (in all games since Half-Life 2: Episode One)
Use this input to teleport the NPC to a hint node with the "Player Squad Transition Point" hint type.
EnableAlwaysTransition  (in all games since Half-Life 2: Episode One)
DisableAlwaysTransition  (in all games since Half-Life 2: Episode One)
If enabled, this NPC will always teleport to a Player Squad Transition Point even if they're not within the trigger_transition.
MakeGameEndAlly  (in all games since Half-Life 2: Episode One)
MakeRegularAlly  (in all games since Half-Life 2: Episode One)
Determines whether the game should end if this character dies.
EnableWeaponPickup  (in all games since Half-Life 2: Episode One)
DisableWeaponPickup  (in all games since Half-Life 2: Episode One)
Enables/disables weapon pickup.
GiveWeapon <classname> (in all games since Half-Life 2: Episode One)
Gives the NPC a weapon immediately.
ClearAllOutputs  (only in Half-Life 2: Episode One Half-Life 2: Episode Two)
Clears every output that this NPC has.
  • SetExpressionOverride <string>
Set facial expression override
  • StartPatrolling
Patrol whenever I'm idle or alert.
  • StopPatrolling
Stop patrolling when I'm idle or alert.
  • SetCommandable
Make a previously uncommandable citizen commandable
  • SetMedicOn
Set the medic flag on. Will not change the model or skin of the citizen.
  • SetMedicOff
Set the medic flag off. Will not change the model or skin of the citizen.
  • SetAmmoResupplierOn
Set the ammo-resupplier flag on. Will not change the model or skin of the citizen.
  • SetAmmoResupplierOff
Set the ammo-resupplier flag off. Will not change the model or skin of the citizen.
  • SetReadinessLow
Set readiness to calmest state (Bored)
  • SetReadinessMedium
Set readiness to moderate (Alert)
  • SetReadinessHigh
Set readiness to highest. (Combat imminent)
  • LockReadiness <float>
Lock readiness at current setting for x seconds -1 = forever, 0 = unlock now
  • GiveWeapon <string>
Gives the NPC the specified weapon - excluded from FGD
  • SpeakIdleResponse
Forces the NPC to speak an idle response - excluded from FGD
  • RemoveFromPlayerSquad
Remove from player squad, instantly.
  • SetReadinessPanic
Set readiness to panic state (Special)

Outputs

  • PlayerCompanion:
OnWeaponPickup
Fires when this NPC picks a weapon off the ground or a gun rack.
  • OnJoinedPlayerSquad
Fires when joins player squad
  • OnLeftPlayerSquad
Fires when leaves player squad (doesn't include death or deletion)
  • OnFollowOrder
Fires when ordered to follow player
  • OnStationOrder
Fires when ordered to a location by player
  • OnPlayerUse
Fires when a player +USEs the citizen. Template:Plact
  • OnNavFailBlocked
Fires when this Citizen's movement fails because he/she is blocked by a dynamic object.