npc_security_camera
		
		
		
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| ??? | 
npc_security_camera  is a   point entity  available in 
 Portal series. It spawns a security camera.
Keyvalues
- Look at co-op player's pings instead (LookAtPlayerPings)  <boolean> (in all games since 
) - Instead of tracking the player, looks at the location of where a playing in co-op mode has placed his look marker. (co-op mode only)
 
- Team Pings to Observe (TeamToLookAt)  <choices> (in all games since 
) - Which team's pings to look at.
- 1 : Both
 - 2 : Orange
 - 3 : Blue
 
 
- Which team to follow (TeamPlayerToLookAt)  <choices> (in all games since 
) - Which team the camera should follow.
- 0 : Both
 - 2 : Orange
 - 3 : Blue
 
 
- Name (targetname) <string>[ Edit ]
 - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. 
parentnameortarget).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities 
- Pitch Yaw Roll (Y Z X) (angles) <QAngle>
 - This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
 
- Skin (skin) <integer>
 - Some models have multiple skins. This value selects from the index, starting with 0. May be overridden by game code. 
Tip:Hammer's model browser automatically updates this value if you use it to view different skins. 
- Model Scale (modelscale)  <float> (in all games since 
) (also in 
) - A multiplier for the size of the model.
 
Tip:In 
 Hammer++ with a prop selected in 3D view, hold Ctrl and scroll the mouse wheel to change the modelscale in increments of 0.5. Holding ⇧ Shift will scale it in smaller increments of 0.05.
- Bodygroup (body / SetBodyGroup) <integer>
 - Some models have multiple submodels. This value selects from the index, starting with 0. May be overridden by animations and/or game code. 
Note:If both bodyandSetBodyGroupare present (even if set to 0),bodywill be prioritized. 
- Lighting Origin (lightingorigin) <targetname>
 - Select an entity (not info_lighting!) from which to sample lighting and cubemaps instead of the entity's $illumposition.
 
Shadow:
- Disable Shadows (disableshadows) <boolean>
 - Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a prop_static. Does not affect shadow mapping.
 
- Disable Receiving Shadows (disablereceiveshadows) <boolean>
 - Prevent the entity from receiving dynamic shadows on itself.
 
- Shadow Cast Distance (shadowcastdist) <integer> !FGD
 - Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
 - Disable Shadow Depth (disableshadowdepth)  <boolean> (in all games since 
) - Used to disable rendering into shadow depth (for projected textures) for this entity.
 
- Disable flashlight (disableflashlight)  <boolean> (in all games since 
) - Used to disable projected texture lighting and shadows on this entity.
 
- Projected Texture Cache (shadowdepthnocache)  <integer choices> (in all games since 
) - Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
 
Choices - 0 : Default
 - 1 : No cache - render every frame
 - 2 : Cache it - render only once
 
- Render in Fast Reflections (drawinfastreflection)  <boolean> (in all games since 
) - If enabled, this entity will render in fast water reflections (i.e. when a water material specifies 
$reflectonlymarkedentities) and in the world impostor pass. 
| 
 CBaseCombatCharacter: 
 
 CAI_BaseNPC: 
 
 
 
 
 
 
 
 
 DamageFilter: 
  | 
Flags
- Autostart : [32]
 
Inputs
- Toggle
 - Toggle between ignoring and watching players.
 
- Enable
 - Start following players or pings.
 
- Disable
 - Ignore all players and pings.
 
- Ragdoll
 - Knock the camera off the wall. 
Note:Will not work if camera is disabled. 
- LookAtBlue   (in all games since 
) - Make the camera only follow ATLAS or their pings.
 
- LookAtOrange   (in all games since 
) - Make the camera only follow P-Body or their pings.
 
- LookAllTeams   (in all games since 
) - Make the camera follow all players or their pings.
 
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 
dispositionare: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:
Outputs
- OnDeploy
 - Camera is becoming active and dangerous.
 
- OnRetire
 - Camera is becoming inactive and harmless.
 
- OnTaunted   (in all games since 
) - This output will fire when any co-op player STARTS taunting the camera.
 
- OnTauntedBlue   (in all games since 
) - This output will fire when a co-op player on the BLUE team STARTS taunting the camera.
 
- OnTauntedOrange   (in all games since 
) - This output will fire when a co-op player on the ORANGE team STARTS taunting the camera.
 
- OnTauntedFinished   (in all games since 
) - This output will fire when any co-op player FINISHES taunting the camera.
 
- OnTauntedBlueFinished   (in all games since 
) - This output will fire when a co-op player on the BLUE team FINISHES taunting the camera.
 
- OnTauntedOrangeFinished   (in all games since 
) - This output will fire when a co-op player on the ORANGE team FINISHES taunting the camera.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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