Npc spotlight

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Revision as of 19:21, 19 January 2009 by VDCBot (talk | contribs) (Robot: fixing template case.)
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Entity description

A spotlight that "looks" at enemies.

Keyvalues

  • health
<integer>
  • YawRange
<integer>
  • PitchMin
<integer>
  • PitchMax
<integer>
  • IdleSpeed
<integer>
  • AlertSpeed
<integer>
  • spotlightlength
<integer>
  • spotlightwidth
<integer>

Flags

BaseNPC flags 
Wait Till Seen : [1]
Prevents this NPC from seeing (or being seen) until it enters a player's viewcone.
Gag : [2]
Won't make IDLE sounds until it's angry.
Fall to ground (unchecked means teleport to ground) : [4]
Drop Healthkit : [8]
Causes this NPC to drop an item_healthvial upon dying.
Efficient : [16]
Don't acquire enemies or avoid obstacles
Wait For Script : [128]
Forces this NPC to "wait" in an idle state until it finishes playing a scripted_sequence.
Long Visibility/Shoot : [256]
By default, increases a NPC's sight range to 6,000 units and allows it to attack from anywhere within that distance.
Fade Corpse : [512]
Think outside PVS : [1024]
Allows this NPC to run its regular AI outside of any player's PVS.
Template NPC : [2048]
Marks this NPC as a template for entities like npc_template_maker. The NPC will not spawn on its own. This is not needed for point_template.
Do Alternate collision for this NPC (player avoidance) : [4096]
Note.pngNote:This flag is disabled in Half-Life 2: Episode One Half-Life 2: Episode Two episodic for player companions, because the StartScripting input does this.
Don't drop weapons : [8192]
Ignore player push : [16384] (in all games since Source 2006)
Entity won't give way to player.
  • 65536 : Start Track On
  • 131072 : Start Light On
  • 262144 : No Dynamic Light
  • 524288 : Never Move

Inputs

  • LightOn
  • LightOff
  • TrackOn
  • TrackOff

Outputs

  • OnAlert
Fires when the spotlight alerted by sound
  • DetectedEnemy <string>
Outputs enemy entity when spotlight finds and starts tracking enemy
  • LostEnemy <string>
Outputs enemy entity when spotlight loses enemy that it's tracking, if enemy still exists
  • SquadDetectedEnemy <string>
Outputs enemy entity when squad finds and starts tracking enemy
  • SquadLostEnemy <string>
Outputs enemy entity when squad loses enemy that it's tracking, if entity still exists
  • LightPosition <string>
Position of the end of the spotlight beam