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Template:Portal2 point
Bug:This entity was defined in the FGD but not implemented by the engine. [todo tested in ?]
Entity Description
A Combine Advisor. It has multiple attacks that can be triggered by input or, possibly, AI. This particular entity appears in no released games, however, variants have appeared in the previous Half-Life games, such as npc_advisor, prop_dynamic, and generic_actor.
Note that, although this entity appeared in the Portal 2 mapping tools (it was removed in an update on 28 May 2011), it will not spawn in the game. A theory is that this entity was left over from the Episode Three mapping tools, however, it has yet to be confirmed.
The entity appeared to based on the gunship.
Keyvalues
These Keyvalues, Flags, Inputs and Outputs are all taken from the FGD which was originally shipped with the Portal 2 Authoring Tools.
BaseHelicopter:
- Initial Speed (InitialSpeed) <string>
- The speed that the entity should try to reach as soon as it spawns
- Target path_track (target) <targetname>
- The name of a path_track that this NPC will fly to after spawning.
Flags
- 1 : Wait Till Seen
- 2 : Gag (No IDLE sounds until angry)
- 4 : Fall to ground (unchecked means *teleport* to ground)
- 8 : Drop Healthkit
- 16 : Efficient - Don't acquire enemies or avoid obstacles
- 32 : No Rotorwash
- 64 : Await Input
- 128 : Wait For Script
- 256 : Long Visibility/Shoot
- 512 : Fade Corpse
- 1024 : Think outside PVS
- 2048 : Template NPC (used by npc_maker, will not spawn)
- 4096 : No ground attack
- 8192 : Don't drop weapons
Inputs
OmniscientOn
- Advisor knows target's location even when target is out of sight or behind cover
OmniscientOff
- Advisor relies on normal sight functions to locate target
BlindfireOn
- Advisor will fire at an unseen target, attempting to punch through to them
BlindfireOff
- Advisor only fires at visible target
SetPenetrationDepth <float>
- Set penetration depth of bullets
SetDockingBBox
- Shrink Bounding Box
SetNormalBBox
- Set Bounding Box to normal size
EnableGroundAttack
- Allow the advisor to use its ground attack
DisableGroundAttack
- Don't allow the advisor to use its ground attack
DoGroundAttack <string>
- Causes the advisor to execute its ground attack
BecomeInvulnerable
- Stops the advisor from taking damage, but still makes sounds effects
BecomeVulnerable
- Makes the advisor act normally to damage
EnableRotorSound
DisableRotorSound
DoAvalancheBlast
- Performs an avalanche blast
DoSpitAttack
- Performs a spit attack
SetMaxSpeed <float>
- Adjusts max speed for the advisor
DropShield <float>
- Drops advisor shield for x seconds (0 sec will use default)
SetRetreatTrack <string>
- Sets a retreat track for advisor to fly to when receiving too much damage
BaseHelicopter
- MoveTopSpeed
- The helicopter will immediately move at top speed toward its current goal, or in its current orientation if it's on top of its goal.
- MoveSpecifiedSpeed <floatRedirectInput/float>
- The helicopter will immediately move at the specified speed (you provide this as parameter override in units per second) towards its current goal.
- ChangePathCorner <targetnameRedirectInput/string>
- Tell the helicopter to move to a path corner on a new path.
- SelfDestruct
- Self Destruct.
- Activate
- Activate. Use to wake up a helicopter that spawned with the 'Await Input' spawnflag on.
- SetTrack <targetnameRedirectInput/string>
- Set a track for the helicopter to adhere to. The helicopter will do nothing if it's on the same path, and will move to the closest point on the specified track if it's on a different path.
- FlyToSpecificTrackViaPath <targetnameRedirectInput/string>
- The helicopter will first fly to the closest point on the path if it's on a different path. Then it'll fly along the path to the specified track point.
- FlyToPathTrack <targetnameRedirectInput/string>
- The helicopter will fly to the given path_track.
- StartPatrol
- Start patrolling back and forth along the current track.
- StopPatrol
- Stop patrolling back and forth along the track. This will cause the helicopter to come to rest at the track which he's currently flying toward.
- ChooseFarthestPathPoint
- When tracking an enemy, choose the point on the path furthest from the enemy, but still in firing range.
- ChooseNearestPathPoint
- When tracking an enemy, choose the point on the path nearest from the enemy.
- StartBreakableMovement
- The helicopter is now allowed to disobey direct commands to go to particular points if it senses an enemy. It will move to the closest point (or farthest point, if ChooseFarthestPathPoint is used), on the path if it senses an enemy.
- StopBreakableMovement
- The helicopter can no longer disobey direct commands. It will continue to fly along it's patrol path or to it's specified target even if it senses an enemy.
- EnableRotorSound
- Starts the chopper's rotors making noise (normal behaviour)
- DisableRotorSound
- Stops the noise made by the rotors
- EnableRotorWash
- Makes the chopper exert a force on physics objects underneath its rotor, and produce a wind pattern on any water (normal behaviour)
- DisableRotorWash
- Turns off the forces and wind pattern
- SetAngles !FGD
- InputStartLeading !FGD
- InputStopLeading !FGD
- GunOn
- Allows the chopper to use its gun (normal behaviour)
- GunOff
- Prevents the chopper from using its gun
- MissileOn
- Starts the chopper firing rockets
Bug:Non-functional. [todo tested in ?]
- MissileOff
- Stops the chopper firing rockets
Bug:Non-functional. [todo tested in ?]
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Outputs
OnFireCannon
- Fires when the advisor fires a cannon round
OnFirstDamage
- Fired when the first damage is done to the advisor.
OnSecondDamage
- Fired when the second damage is done to the advisor.
OnThirdDamage
- Fired when the third damage is done to the advisor.
OnFourthDamage
- Fired when the fourth damage is done to the advisor.
BaseNPC Outputs
- OnDamaged
- Fired when this NPC takes damage (!activator is the damage inflictor).
- 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]).
- OnDeath
- Fired when this NPC is killed (!activator is the killer).
- OnDenyCommanderUse
- Fired when this NPC has refused to join the player's squad.
- OnForcedInteractionAborted
- Fired when the NPC aborts a forced interaction for some reason (target NPC died, couldn't be pathed to, etc.).
- OnForcedInteractionStarted
- Fired when the NPC starts a forced interaction.
- OnForcedInteractionFinished
- "NPCs in actbusies can no longer perform dynamic interactions."
Todo: What does this mean?
- OnHalfHealth
- Fired when this NPC reaches half of its maximum health.
- OnHearCombat
- Fired when this NPC hears combat sounds.
- OnHearPlayer
- Fired when this NPC hears the player.
- OnHearWorld
- Fired when this NPC hears a sound (other than combat or the player).
- OnFoundEnemy <targetname*RedirectOutput/ehandle>
- Fired when this NPC establishes 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.
- OnLostEnemyLOS
- Fired when this NPC loses line of sight to its enemy.
- OnFoundPlayer <targetname*RedirectOutput/ehandle>
- Fired when this NPC establishes 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.
- OnLostPlayerLOS
- Fired when this NPC loses line of sight to its enemy, and that enemy is a player.
- OnSleep
- Fired when this NPC enters a sleep state.
- OnWake
- Fired when this NPC comes out of a sleep state.
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See Also