Npc advisor
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The sluggy, evil, worm like things that are known as Combine Advisors.

Advisor, as seen in Episode Two

Do not spawn these ingame, as the model name must be specified as a keyvalue - failure to do so results in a null-pointer exception !
Dedicated Console Cvars
- sk_advisor_health (def. 1000)
Defines an Advisor's Spawn Health.
Keyvalues
- Levitation area: Trigger volume inside which levitated objects reside
- Levitation goal bottom: Objects will levitate at least this high
- Levitation goal top: Objects will levitate at least this high
- Priority name for grabbing: If any entities named this are present, the advisor will preferentially pick them up for throwing at the player.
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]
- Don't drop weapons : [8192]
- Ignore player push : [16384] (in all games since
)
- Entity won't give way to player.