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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*>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*>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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