Template:O BaseNPC

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Revision as of 17:24, 21 February 2009 by BitMage (talk | contribs) (Shouldn't ALL entities have {{O Targetname}} ?)
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OnDamaged

Fired when this NPC takes damage. (!activator is the damage inflictor)
  • OnDeath
Fired when this NPC is killed. (!activator is the killer)
  • OnHalfHealth
Fired when this NPC reaches half of its maximum health.
  • OnHearWorld
Fired when this NPC hears a sound (other than combat or the player).
  • OnHearPlayer
Fired when this NPC hears the player.
  • OnHearCombat
Fired when this NPC hears combat sounds.
Fired when this NPC establishes line of sight to its enemy (outputs entity).
  • OnLostEnemyLOS
Fired when this NPC loses line of sight to its enemy.
  • OnLostEnemy
Fired 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.
Fired when this NPC establishes line of sight to its enemy, and that enemy is a player (outputs player entity).
  • OnLostPlayerLOS
Fired when this NPC loses line of sight to its enemy, and that enemy is a player.
  • OnLostPlayer
Fired 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.
  • OnDamagedByPlayer
Fired when this NPC is hurt by a player. (!activator is the attacker or vehicle driver (if friendly fire))
  • OnDamagedByPlayerSquad
Fired 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))
  • OnDenyCommanderUse
Fired when this NPC has refused to join the player's squad.
  • OnWake
Fired when this NPC comes out of a sleep state.