Template:KV CAI BaseNPC
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- Weapon Held (additionalequipment) ([todo internal name (i)]) <classname>
- Gives the NPC a weapon. NPCs may attack oddly or not attack if they don't know how to use a particular weapon.
- Squad Name (squadname) ([todo internal name (i)]) <string>
- NPCs that are in the same squad will share information about enemies, and will take turns attacking and covering each other.
- Relationship (Relationship) ([todo internal name (i)]) <string> !FGD
- <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
- Target Path Corner (target) ([todo internal name (i)]) <targetname>
- If set, the name of a path_corner entity that this NPC will move to, after spawning. Must be within 576 units from the NPC.
- Sleep State (sleepstate) ([todo internal name (i)]) <choices>
- Holds the NPC in stasis until specified condition. See also Wake Radius and Wake Squad.
- 0: None
- 1: Waiting for threat
- 2: Waiting for PVS
- 3: Waiting for input, ignore PVS
- 4: Auto PVS
- 5: Auto PVS after PVS
- Todo: clarify the differences between each
- Wake Radius (wakeradius) ([todo internal name (i)]) <float>
- Auto-wake if player is within this distance, in Hammer units.
- Wake Squad (wakesquad) ([todo internal name (i)]) <boolean>
- If yes, wake all of the NPCs squadmates if the NPC is woken.
- Ignore unseen enemies (ignoreunseenenemies) ([todo internal name (i)]) <choices>
- Prefer visible enemies, regardless of distance or relationship priority.
- Hint Group (hintgroup) ([todo internal name (i)]) <string>
- Hint groups are used by NPCs to restrict their hint-node searching to a subset of the map's hint nodes. Only hint nodes with matching hint group names will be considered by this NPC.
- Hint Limit Nav ([todo internal name (i)]) <boolean>
- If yes, limits NPC to using specified hint group for navigation requests, but does not limit local navigation.
- Enemy Filter (enemyfilter) ([todo internal name (i)]) <targetname>
- Filter by which to filter potential enemies.
- Physics Impact Damage Scale ([todo internal name (i)]) <float>
- Multiplier for damage amount when this NPC is hit by a physics object. With a value of 0 the NPC will take no damage from physics.
- Local Velocity (velocity) ([todo internal name (i)]) <vector> !FGD
- Velocity generated by the entity, can cause strange behavior if changed.
- Base Velocity (basevelocity) ([todo internal name (i)]) <vector> !FGD
- Velocity to start with on spawn.
- Angular Velocity (avelocity) ([todo internal name (i)]) <vector> !FGD
- Angular velocity to start with on spawn.
- Water Level (waterlevel) ([todo internal name (i)]) <character> !FGD
- Current water level of the entity, can cause strange behavior if changed.
- Hull Type (HullType) ([todo internal name (i)]) <integer> (in all games since
) !FGD
- Physical size of the NPC. Affects navigation capabilities and the bounding box.
HUMAN_HULL
: HumanWIDE_HUMAN_HULL
: WideTINY_HULL
: TinyMEDIUM_HULL
: MediumLARGE_HULL
: Large

- Blood Color (BloodColor) ([todo internal name (i)]) <integer> (in all games since
) !FGD
- Blood color of the NPC when shot.
