Npc citizen
Jump to navigation
Jump to search
The downtrodden citizens of City 17. They will pick up weapons, fight the Combine, and join the player's squad if they see him. Template:Wrongtitle
Cvars
ai_citizen_debug_commander <bool>
g_ai_citizen_show_enemy <bool>
npc_citizen_auto_player_squad <bool>
npc_citizen_auto_player_squad_allow_use <bool>
npc_citizen_explosive_resist <bool>
npc_citizen_insignia <bool>
npc_citizen_squad_marker <bool>
sk_citizen_giveammo_player_delay <float>
- Time between ammo assistances.
sk_citizen_heal_ally <int>
sk_citizen_heal_ally_delay <float>
- Time between medical assistances.
sk_citizen_heal_player <int>
sk_citizen_heal_player_delay <float>
- Time between medical assistances.
sk_citizen_heal_player_min_forced <int>
sk_citizen_heal_player_min_pct <float>
sk_citizen_health <int>
- A citizen's spawn health.
sk_citizen_player_stare_dist <float>
sk_citizen_player_stare_time <float>
sk_citizen_stare_heal_time <float>
- Citizens get upset if a player stares at them for too long.
Keyvalues
- Weapons
<choices>
- Weapon to spawn with.
- Ammo To Resupply
<choices>
- If the appropriate spawnflag is set, the citizen will attempt to get close to the player and pass this type of ammunition when he/she runs low.
- Amount Of Ammo To Give
<int>
- Amount of ammo the NPC has (in total) to give to the player.
- Type
<choices>
- Changes the citizen's appearance (but not behaviour).
- Default: the normal blue civil outfit. This is the same as Downtrodden, but with default for the basic entity.
- Downtrodden: The normal blue civil outfit.
- Refugee: A somewhat torn civil outfit, either blue or white.
- Rebel: The rebel outfit.
- Unique: The normal blue civil outfit. This can be used if you edit a Citizen to look different, or to be an enemy of a sort.
- Expression Type
<choices>
- Ambient facial animation.
Literal Value Description 0 Random 1 Scared 2 Normal 3 Angry
- Model
<choices>
- Various model overrides. (Normally, one is randomly chosen.)
- "Cheaple Male 1 is a low-detail model that only works if Type is Default or Downtrodden.
- "Odessa. DO NOT USE." is Colonel Cubbage. Only works if Type is set to Unique.
- This field accepts arbitrary paths (e.g.
models\alyx.mdl
). Disable random faces in flags if you want to make use of this. - Expression Override
<string>
- Facial expression override
- Fire Output When Nav Is Blocked?
<bool>
- Fires an output when the Citizen's movement fails because he/she is blocked by a dynamic object.
- Permanent Squad Member?
<bool>
(in all games since)
- A permanent squad member cannot leave the player's squad unless killed or explicitly removed by entity I/O. Only use this if you're sure you want to override the default AI.
- Deny Command Speech Concept
<string>
(in all games since)
- If you want your citizens to squad with the player but not obey commands the player gives to move the squad, put a concept here and this citizen will speak the concept instead of obeying the order.
Parentname:
- Parent (parentname) <targetname>
- Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
PlayerCompanion:
- Always transition (AlwaysTransition) <boolean> (in all games since
)
- This NPC will always teleport to a Player Squad Transition Point if they're not within the trigger_transition.
- Prevent picking up weapons? (DontPickupWeapons) <boolean> (in all games since
)
- This NPC will NOT be allowed to pick up weapons they find on the ground.
- Is this a vital ally? (GameEndAlly) <boolean> (in all games since
)
- This NPC will cause the game to end if killed.
TalkNPC:
- Un-Use Sentence (UnUseSentence) <string>
- Sentence spoken NPC gets used again
- Don't Use Speech Semaphore (DontUseSpeechSemaphore) <boolean>
- Friendly NPCs are not allowed to speak if another friendly NPC is speaking. In some cases, we don't want speaking NPCs to prevent other NPCs from speaking (for instance, if there is a friendly NPC speaking for a long time on a monitor). To make this NPC not prevent other NPCs from talking, make it not grab the semaphore when it speaks.
CBaseCombatCharacter:
CAI_BaseNPC:
DamageFilter:
|
Flags
- Follow player on spawn
- Medic
- Random Head
- Ammo Resupplier
- Not Commandable
- Don't use speech semaphore (Obsolete: use the keyvalue)
- Random male head
- Random female head
- Use RenderBox in ActBusies.
Note:This makes the collision hull surround the model rather than using the human hull. It's more computationally expensive, but necessary when ActBusies involve close proximity to other props/geometry or animate the citizens in a more dynamic way.
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.
Inputs
SetExpressionOverride <string>
- Set facial expression override
StartPatrolling
- Patrol whenever I'm idle or alert.
StopPatrolling
- Stop patrolling when I'm idle or alert.
SetCommandable
- Make a previously uncommandable citizen commandable
SetMedicOn
- Set the medic flag on. Will not change the model or skin of the citizen.
SetMedicOff
- Set the medic flag off. Will not change the model or skin of the citizen.
SetAmmoResupplierOn
- Set the ammo-resupplier flag on. Will not change the model or skin of the citizen.
SetAmmoResupplierOff
- Set the ammo-resupplier flag off. Will not change the model or skin of the citizen.
SetReadinessLow
- Set readiness to calmest state (Bored)
SetReadinessMedium
- Set readiness to moderate (Alert)
SetReadinessHigh
- Set readiness to highest. (Combat imminent)
LockReadiness <float>
- Lock readiness at current setting for x seconds -1 = forever, 0 = unlock now
GiveWeapon <classname>
- Gives the NPC the specified weapon - excluded from FGD
SpeakIdleResponse
- Forces the NPC to speak an idle response - excluded from FGD
RemoveFromPlayerSquad
(in all games since)
- Remove from player squad, instantly.
SetReadinessPanic
(in all games since)
- Set readiness to panic state (Special)
Parentname:
- SetParent <string >
- Move with this entity. See Entity Hierarchy (parenting).
- SetParentAttachment <string >
- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
- SetParentAttachmentMaintainOffset <string >
- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
- ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
PlayerCompanion:
- OutsideTransition (in all games since
)
- Use this input to teleport the NPC to a hint node with the "Player Squad Transition Point" hint type.
- EnableAlwaysTransition (in all games since
)
- DisableAlwaysTransition (in all games since
)
- If enabled, this NPC will always teleport to a Player Squad Transition Point even if they're not within the trigger_transition.
- MakeGameEndAlly (in all games since
)
- MakeRegularAlly (in all games since
)
- Determines whether the game should end if this character dies.
- EnableWeaponPickup (in all games since
)
- DisableWeaponPickup (in all games since
)
- Enables/disables weapon pickup.
TalkNPC:
- SpeakResponseConcept <string > (in all games since
)
- Speak the specified response concept immediately.
BaseNPC inputs
CAI_BaseNPC:
- ActivateSpeedModifier !FGD
- DisableSpeedModifier !FGD
- Break
- Smash into pieces. If this is not possible, disappear.
- BecomeRagdoll (in all games since
)
- Remove itself and instantly become a ragdoll with zero force (just go limp). OnDeath, etc. outputs will NOT be fired.
- ForceInteractionWithNPC <string> <string> (in all games since
)
- Force the NPC to use a dynamic interaction with another NPC. Syntax is <targetname> <dynamic interaction>.
- ForgetEntity <targetname >
- Clears out the NPC's knowledge of a named entity.
- UpdateEnemyMemory (in all games since
)
- Update (or create) this NPC's memory of of the given entity.
- GagEnable
- GagDisable
- Gagged NPCs won't speak (or moan, caw, etc.) unless made to be a choreographed scene.
- HolsterWeapon (in all games since
)
- UnholsterWeapon (in all games since
)
- Force the NPC to holster or unholster their weapon. Ignored if the NPC is scripting or if the NPC doesn't use weapons.
- HolsterAndDestroyWeapon (in all games since
)
- Same as
HolsterWeapon
, except the weapon is destroyed once it has been concealed.
- IgnoreDangerSounds <float >
- Ignore danger sounds for the specified number of seconds.
- InsideTransition !FGD
- OutsideTransition !FGD
- SetBodyGroup <integer >
- HACK: Sets this NPC's body group (from 0–n).
- SetEnemyFilter <string >
- SetHealth <integer >
- Set the NPC's health.
- SetRelationship <string|targetname or classname> <string|disposition> <int|rank>
- Changes whether this NPC likes or dislikes certain others. Used like the ai_relationship entity, with this NPC as the subject.
- Values for
disposition
are:D_HT
: HateD_FR
: FearD_LI
: LikeD_NU
: Neutral
- SetSquad <string >
- Change the name of this NPC's squad. Leaving the parameter blank will remove the NPC from any existing squad.
- StartScripting
- StopScripting
- Enter/exit scripting state, where 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 NPCs' idle speech, and so on.
- Wake
- Wakes up the NPC if it is sleeping.
CBaseCombatCharacter:
- KilledNPC !FGD
- Tells the entity it killed something. Despite the name, this can include a player. This input will be automatically sent by the victim when they die.
- physdamagescale <float >
- Scales damage energy when this character is hit by a physics object. With a value of 0 the NPC will take no damage from physics.
DamageFilter:
Outputs
OnJoinedPlayerSquad
- Fires when joins player squad
OnLeftPlayerSquad
- Fires when leaves player squad (doesn't include death or deletion)
OnFollowOrder
- Fires when ordered to follow player
OnStationOrder
- Fires when ordered to a location by player
OnPlayerUse
- Fires when a player +USEs the citizen. (!activator is the player.)
OnNavFailBlocked
- Fires when this Citizen's movement fails because he/she is blocked by a dynamic object.
|