Npc combine camera
Jump to navigation
Jump to search
Template:Otherlang2 Template:Hl2 point
A ceiling-mounted camera. This is the more popular cousin of npc_turret_ceiling. A "glow" sprite, initially green, is attached to the rotating camera portion, and changes colors if it detects enemies within its radius. (specified below)


Keyvalues
CBaseCombatCharacter:
CAI_BaseNPC:
DamageFilter:
|
- Inner radius ([todo internal name (i)]) <integer>
- The camera will only lock onto enemies that are within the inner radius.
- Outer radius ([todo internal name (i)]) <integer>
- The camera will flash amber when enemies are within the outer radius, but outside the inner radius.
- Default target ([todo internal name (i)]) <targetname>
- The default target is the entity that the camera follows when it has no other target to track.

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 : Always Become Angry On New Enemy
- 64 : Ignore Enemies (Scripted Targets Only)
- 128 : Start Inactive
- 256 : Long Visibility/Shoot
- 512 : Fade Corpse
- 1024 : Think outside PVS
- 2048 : Template NPC (will not spawn, used by npc_template_maker but not point_template)
- 4096 : Do Alternate collision for this NPC (player avoidance)
- 8192 : Don't drop weapons
Inputs
BaseNPC inputs
CAI_BaseNPC:
- ActivateSpeedModifier !FGD
- DisableSpeedModifier !FGD
- Break
- Smash into pieces. If this is not possible, disappear.
- BecomeRagdoll (in all games since
)
- Remove itself and instantly become a ragdoll with zero force (just go limp). OnDeath, etc. outputs will NOT be fired.
- ForceInteractionWithNPC <string> <string> (in all games since
)
- Force the NPC to use a dynamic interaction with another NPC. Syntax is <targetname> <dynamic interaction>.
- ForgetEntity <targetname >
- Clears out the NPC's knowledge of a named entity.
- UpdateEnemyMemory (in all games since
)
- 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.
- HolsterWeapon (in all games since
)
- UnholsterWeapon (in all games since
)
- Force the NPC to holster or unholster their weapon. Ignored if the NPC is scripting or if the NPC doesn't use weapons.
- HolsterAndDestroyWeapon (in all games since
)
- Same as
HolsterWeapon
, except the weapon is destroyed once it has been concealed.
- IgnoreDangerSounds <float >
- Ignore danger sounds for the specified number of seconds.
- InsideTransition !FGD
- OutsideTransition !FGD
- SetBodyGroup <integer >
- HACK: Sets this NPC's body group (from 0–n).
- SetEnemyFilter <string >
- SetHealth <integer >
- Set the NPC's health.
- SetMaxLookDistance <float > (only in
)
- 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 <string >
- 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 !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 <float >
- 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:
- Disable
- Disables the camera. If open, the camera closes.
- Enable
- Enables the camera. If closed, the camera opens.
- Toggle
- Toggle - If open, close. If closed, open.
- SetAngry
- Causes the camera to become angry as if it has seen something to get angry about.
- SetIdle
- Causes the camera to calm down if it is angry.
Outputs
|
- OnFoundPlayer <targetname >
- Fired when the player is spotted within the inner radius.
- OnFoundEnemy <targetname >
- Fired when a non-player enemy is spotted within the inner radius.