Template:I BaseNPC
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- RenderFields:
- Alpha <integer 0–255>
- Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its
rendermode
set to a number other than0
.
- Color <color255>
- Sets an RGB color for the entity.
- DamageFilter:
- SetDamageFilter <string>
- Sets the entity to use as damage filter. Pass in an empty string (no parameter) to clear the damage filter.
- ResponseContext:
- AddContext <string>
- Adds to the entity's list of response contexts. Format is
<key>:<value>
.
- RemoveContext <string>
- Remove a context from this entity's list. The name should match the key of an existing context.
- ClearContext
- Removes all contexts from this entity's list.
- Shadow:
- DisableShadow
- Turn dynamic shadows off for this entity. Identical to applying EF_NOSHADOW.
- EnableShadow
- Turn dynamic shadows on for this entity.
- DisableReceivingFlashlight (in all games since
)
- This object will not receive light or shadows from projected textures.
- EnableReceivingFlashlight (in all games since
)
- This object may receive light or shadows from projected textures.
- SetRelationship <string>
- Changes this entity's relationship toward another entity or class. (Used like the ai_relationship entity, with this NPC as the subject.)
- Format:
<target> <disposition> <rank>
- <disposition> values:
Literal Value Description D_HT Hate D_FR Fear D_LI Like D_NU Neutral
- SetHealth <integer>
- Set this NPC's health.
- Add to NPC's health.
- Remove fromNPC's health.
- SetBodyGroup <integer>
- HACK: Sets this NPC's body group (from 0 - n). You'd better know what you are doing!
- physdamagescale <float>
- Sets the value that scales damage energy when this character is hit by a physics object.
Note:0 means this feature is disabled for backwards compatibility.
- Ignite
- Ignite, burst into flames
- Break
- Break, smash into pieces
- StartScripting
- Enter scripting state. In this state, 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 NPC's idle speech, and so on.
- StopScripting
- Exit scripting state.
- Assault <target_destination>
- Start an assault. Parameter passed in should be the name of the rally point.
- SetSquad <string>
- Set the name of this NPC's squad. It will be removed from any existing squad automatically. Leaving the parameter blank will remove the NPC from any existing squad.
- Wake
- Wakes up the NPC if it is sleeping.
- ForgetEntity <target_destination>
- Clears out the NPC's knowledge of a named entity.
- GagEnable
- Turn on the NPC Gag flag. NPC won't speak outside of choreographed scenes.
- GagDisable
- Turn off the NPC Gag flag.
- IgnoreDangerSounds <float>
- Ignore danger sounds for the specified number of seconds.
- HolsterWeapon (in all games since
)
- Force the NPC to holster their weapon. Ignored if the NPC is scripting, if the NPC's weapon is already holstered, or if the NPC doesn't use weapons.
- HolsterAndDestroyWeapon (in all games since
)
- Identical to HolsterWeapon, except the weapon is destroyed once it has been holstered and concealed.
- UnholsterWeapon (in all games since
)
- Force the NPC to draw their weapon. Ignored if the NPC is scripting, if the NPC's weapon is already drawn, or if the NPC doesn't use weapons.
- ForceInteractionWithNPC <string> (in all games since
)
- Force the NPC to use a dynamic interaction with another NPC.
- Parameter format:
<target NPC name> <dynamic interaction name>
- UpdateEnemyMemory <target_destination> (in all games since
)
- Update (or Create) this NPC's memory of an enemy and its location