npc_advisor

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npc_advisor
- это точечная энтити , доступно для Half-Life 2: Episode Two. It's 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.


Bugs
This NPC does not load the advisor model by default - it must be specified by keyvalue! Without a model, a null-pointer exception is thrown. This can be fixed by editing npc_advisor.cpp
.
- On line 376, replace
SetModel( STRING( GetModelName() ) );
withSetModel( "models\advisor.mdl" );
- On line 1554, replace
PrecacheModel( STRING( GetModelName() ) );
withPrecacheModel( "models\advisor.mdl" );
Also, advisors will not attack the player, or levitate props unless you set NPC_ADVISOR_HAS_BEHAVIOR
in npc_advisor_shared.h
.
Dedicated Console Variables
- advisor_use_impact_table <int >
- If true, advisor will use her custom impact damage table. Нужно сделать: What does that mean?
- thumper_show_radius <int >
- Description mentions advisors, but all it seems to do is show the effect zone of
prop_thumper
s. - sk_advisor_health <int >
- Defines an Advisor's Spawn Health (Default: 1000).
- advisor_throw_velocity <int > Нужно сделать: No longer available?
- Speed at which advisor throws objects (Default: 1100).
- advisor_throw_rate <int > Нужно сделать: No longer available?
- How often "staged" objects are thrown at the player, in seconds (Default: 4).
- advisor_throw_warn_time <int > Нужно сделать: No longer available?
- Warns the player this number of seconds before throwing object (Default: 1).
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]
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 Отсутствует в FGD!
- DisableSpeedModifier Отсутствует в FGD!
- Break
- Smash into pieces. If this is not possible, disappear.
- BecomeRagdoll (Во всех играх начиная с
)
- Remove itself and instantly become a ragdoll with zero force (just go limp). OnDeath, etc. outputs will NOT be fired.
- ForceInteractionWithNPC <string> <string> (Во всех играх начиная с
)
- Force the NPC to use a dynamic interaction with another NPC. Syntax is <targetname> <dynamic interaction>.
- ForgetEntity <целевой объект >
- Clears out the NPC's knowledge of a named entity.
- UpdateEnemyMemory (Во всех играх начиная с
)
- 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.
- UnholsterWeapon (Во всех играх начиная с
)
- Force the NPC to holster or unholster their weapon. Ignored if the NPC is scripting or if the NPC doesn't use weapons.
- HolsterAndDestroyWeapon (Во всех играх начиная с
)
- Same as
HolsterWeapon
, except the weapon is destroyed once it has been concealed.
- IgnoreDangerSounds <число с плавающей запятой >
- Ignore danger sounds for the specified number of seconds.
- InsideTransition Отсутствует в FGD!
- OutsideTransition Отсутствует в FGD!
- SetBodyGroup <целое число >
- HACK: Sets this NPC's body group (from 0–n).
- SetEnemyFilter <строка >
- SetHealth <целое число >
- Set the NPC's health.
- SetMaxLookDistance <число с плавающей запятой > (только в
)
- 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 <строка >
- 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 Отсутствует в 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 <число с плавающей запятой >
- 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.
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