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A flying Combine NPC with one main gun and the ability to track and shoot down RPGs.
 Note:The gunship does not use info_node_air for navigation. It follows path_tracks exclusively! It does so quite intelligently though, so the result looks rather dynamic.
Note:The gunship does not use info_node_air for navigation. It follows path_tracks exclusively! It does so quite intelligently though, so the result looks rather dynamic.Dedicated Console Variables
- sk_gunship_burst_size <int>
- Fire off this many bullets in a burst
- sk_gunship_burst_min <float>
- ?
- sk_gunship_burst_dist <float>
- ?
- sk_gunship_health_increments <int>
- Number of times the gunship must be struck by explosive damage (multiplied for skill settings)
- g_debug_gunship <choices>
- Debug type:
- 0: Disabled
- 1: Leading
- 2: Path
- 3: Stitching
 
- sk_npc_dmg_gunship <float>
- Used by ammotype "CombineCannon"
- sk_npc_dmg_gunship_to_plr <float>
- Used by ammotype "CombineCannon"
Keyvalues
BaseHelicopter:
- Initial Speed (InitialSpeed)  <string>
- The speed that the entity should try to reach as soon as it spawns
- Target path_track (target)  <targetname>
- The name of a path_track that this NPC will fly to after spawning.
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 : No Rotorwash
- 64 : Await Input
- 128 : Wait For Script
- 256 : Long Visibility/Shoot
- 512 : Fade Corpse
- 1024 : Think outside PVS
- 2048 : Template NPC (used by npc_maker, will not spawn)
- 4096 : No ground attack
- 8192 : Don't drop weapons
Inputs
- OmniscientOn
- Gunship knows target's location even when target is out of sight or behind cover
- OmniscientOff
- Gunship relies on normal sight functions to locate target
- BlindfireOn
- Gunship will fire at an unseen target, attempting to punch through to them
- BlindfireOff
- Gunship only fires at visible target
- SetPenetrationDepth <float>
- Set penetration depth of bullets
- SetDockingBBox
- Shrink Bounding Box
- SetNormalBBox
- Set Bounding Box to normal size
- EnableGroundAttack
- Allow the gunship to use its ground attack
- DisableGroundAttack
- Don't allow the gunship to use its ground attack
- DoGroundAttack <string>
- Causes the gunship to execute its ground attack
- BecomeInvulnerable
- Stops the gunship from taking damage, but still makes sounds effects
- BecomeVulnerable
- Makes the gunship act normally to damage
- EnableRotorSound
- DisableRotorSound
BaseHelicopter
| MoveTopSpeedThe helicopter will immediately move at top speed toward its current goal, or in its current orientation if it's on top of its goal.
 MoveSpecifiedSpeed  <floatRedirectInput/float>The helicopter will immediately move at the specified speed (you provide this as parameter override in units per second) towards its current goal.
 ChangePathCorner  <targetnameRedirectInput/string>Tell the helicopter to move to a path corner on a new path.
 SelfDestructSelf Destruct.
 ActivateActivate. Use to wake up a helicopter that spawned with the 'Await Input' spawnflag on.
 SetTrack  <targetnameRedirectInput/string>Set a track for the helicopter to adhere to. The helicopter will do nothing if it's on the same path, and will move to the closest point on the specified track if it's on a different path.
 FlyToSpecificTrackViaPath  <targetnameRedirectInput/string>The helicopter will first fly to the closest point on the path if it's on a different path. Then it'll fly along the path to the specified track point.
 FlyToPathTrack  <targetnameRedirectInput/string>The helicopter will fly to the given path_track.
 StartPatrolStart patrolling back and forth along the current track.
 StopPatrolStop patrolling back and forth along the track. This will cause the helicopter to come to rest at the track which he's currently flying toward.
 ChooseFarthestPathPointWhen tracking an enemy, choose the point on the path furthest from the enemy, but still in firing range.
 ChooseNearestPathPointWhen tracking an enemy, choose the point on the path nearest from the enemy.
 StartBreakableMovementThe helicopter is now allowed to disobey direct commands to go to particular points if it senses an enemy. It will move to the closest point (or farthest point, if ChooseFarthestPathPoint is used), on the path if it senses an enemy.
 StopBreakableMovementThe helicopter can no longer disobey direct commands. It will continue to fly along it's patrol path or to it's specified target even if it senses an enemy.
 EnableRotorSoundStarts the chopper's rotors making noise (normal behaviour)
 DisableRotorSoundStops the noise made by the rotors
 EnableRotorWashMakes the chopper exert a force on physics objects underneath its rotor, and produce a wind pattern on any water (normal behaviour)
 DisableRotorWashTurns off the forces and wind pattern
 SetAngles   !FGD
 InputStartLeading   !FGD
 InputStopLeading   !FGDGunOnAllows the chopper to use its gun (normal behaviour)
 GunOffPrevents the chopper from using its gun
 MissileOnStarts the chopper firing rockets  Bug:Non-functional.  [todo tested in ?]
 MissileOffStops the chopper firing rockets  Bug:Non-functional.  [todo tested in ?]
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Outputs
- OnFireCannon
- Fires when the gunship fires a cannon round
- OnFirstDamage
- Fired when the first damage is done to the gunship.
- OnSecondDamage
- Fired when the second damage is done to the gunship.
- OnThirdDamage
- Fired when the third damage is done to the gunship.
- OnFourthDamage
- Fired when the fourth damage is done to the gunship.
BaseNPC Outputs
| OnDamagedFired when this NPC takes damage (!activator is the damage inflictor).
 OnDamagedByPlayerFired when this NPC is hurt by a player (!activator is the attacker or vehicle driver [if friendly fire]).
 OnDamagedByPlayerSquadFired when this NPC is hurt by a player OR by one of the player's squadmates (!activator is the attacker or vehicle driver [if friendly fire]).
 OnDeathFired when this NPC is killed (!activator is the killer).
 OnDenyCommanderUseFired when this NPC has refused to join the player's squad.
 OnForcedInteractionAbortedFired when the NPC aborts a forced interaction for some reason (target NPC died, couldn't be pathed to, etc.).
 OnForcedInteractionStartedFired when the NPC starts a forced interaction.
 OnForcedInteractionFinished"NPCs in actbusies can no longer perform dynamic interactions." Todo: What does this mean?
 OnHalfHealthFired when this NPC reaches half of its maximum health.
 OnHearCombatFired when this NPC hears combat sounds.
 OnHearPlayerFired when this NPC hears the player.
 OnHearWorldFired when this NPC hears a sound (other than combat or the player).
 OnFoundEnemy  <targetname*RedirectOutput/ehandle>Fired when this NPC establishes line of sight to its enemy.
 OnLostEnemyFired when this NPC loses its enemy. Usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy.
 OnLostEnemyLOSFired when this NPC loses line of sight to its enemy.
 OnFoundPlayer  <targetname*RedirectOutput/ehandle>Fired when this NPC establishes line of sight to its enemy, and that enemy is a player.
 OnLostPlayerFired when this NPC loses its enemy, and that enemy was a player. Usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy.
 OnLostPlayerLOSFired when this NPC loses line of sight to its enemy, and that enemy is a player.
 OnSleepFired when this NPC enters a sleep state.
 OnWakeFired when this NPC comes out of a sleep state.
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