npc_helicopter
		
		
		
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Template:Hl2 point A Combine helicopter, (also called a "Hunter-Chopper") armed with a machine gun and capable of dropping mines.
Entity description
The mines are buoyant, and their timer only activates when they collide with the environment. In Episode 2 their detonation timer is delayed when picked up by the Gravity gun. Upon touching an NPC they detonate instantly. They can be dropped one at a time, or when triggered the helicopter can rush a target dropping a massive amount of mines.
- This is a flying NPC that uses info_node_air, info_node_air_hint or path_tracks for AI navigation.
 - This NPC can follow Path_track entities as well.
 
Related Entities:
- npc_heli_avoidbox Is a brush entity that the helicopter will avoid.
 - npc_heli_avoidsphere Is an entity that keeps helicopters out of a spherical area.
 - npc_heli_nobomb This entity suppresses helicopter bombing
 - helicopter_bomb This entity is a bomb that the helicopter can drop
 
Dedicated Console Variables
Dedicated Console Variables:
- sk_helicopter_health <int>
 - Helicopter Spawn Health (Default: 5600).
 
- sk_helicopter_firingcone <float>
 - The angle in degrees of the cone in which the shots will be fired.
 
- sk_helicopter_burstcount <int>
 - How many shot bursts to fire after charging up. Bigger number = longer firing.
 
- sk_helicopter_roundsperburst <int>
 - How many shots to fire in a single burst.
 
- sk_helicopter_grenadedamage <float>
 - The amount of damage the helicopter grenade deals.
 
- sk_helicopter_grenaderadius <float>
 - The damage radius of the helicopter grenade.
 
- sk_helicopter_grenadeforce <float>
 - The physics force that the helicopter grenade exerts.
 
- sk_npc_dmg_helicopter_to_plr <float>
 - Damage helicopter shots deal to the player.
 - Used in ammotype "HelicopterGun".
 
- sk_npc_dmg_helicopter <float>
 - Damage helicopter shots deal to everything but the player.
 - Used in ammotype "HelicopterGun".
 
- sk_helicopter_drone_speed <float>
 - How fast does the zapper drone move?
 
- g_helicopter_chargetime <float>
 - How much time we have to wait (on average) between the time we start hearing the charging sound + the chopper fires.
 
- g_helicopter_bullrush_distance <float>
 - Todo: Add a description for this variable.
 
- g_helicopter_bullrush_bomb_enemy_distance <float>
 - Todo: Add a description for this variable.
 
- g_helicopter_bullrush_bomb_time <float>
 - Todo: Add a description for this variable.
 
- g_helicopter_idletime <float>
 - Todo: Add a description for this variable.
 
- g_helicopter_maxfiringdist <float>
 - Todo: Add a description for this variable.
 
- g_helicopter_bullrush_bomb_speed <float>
 - Todo: Add a description for this variable.
 
- g_helicopter_bullrush_shoot_height <float>
 - Todo: Add a description for this variable.
 
- g_helicopter_bullrush_mega_bomb_health <float>
 - Todo: Add a description for this variable.
 
Keyvalues
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.
 
- GracePeriod ([todo internal name (i)]) <float>
 - Time in seconds the helicopter has to see the player before he starts shooting.
 
- PatrolSpeed ([todo internal name (i)]) <float>
 - Speed at which the helicopter moves if he has no enemy.
 
Flags
- Wait Till Seen : [1]
 
- Gag (No IDLE sounds until angry) : [2]
 
- Fall to ground (unchecked means *teleport* to ground) : [4]
 
- Drop Healthkit : [8]
 
- Efficient - Don't acquire enemies or avoid obstacles : [16]
 
- No Rotorwash : [32]
 
- Await Input : [64]
 
- Wait For Script : [128]
 
- Long Visibility/Shoot : [256]
 
- Fade Corpse : [512]
 
- Think outside PVS : [1024]
 
- Template NPC (used by npc_maker, will not spawn) : [2048]
 
- Do Alternate collision for this NPC (player avoidance) : [4096]
 
- Don't drop weapons : [8192]
 
- 65536 : Loud rotor wash sound
 - 131072 : Electrical drone
 - 262144 : Helicopter lights
 - 524288 : Ignore avoid spheres+boxes
 - 1048576 : More aggressive attacks
 
Inputs
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
  | 
- GunOn
 
- GunOff
 
- MissileOn
 
- MissileOff
 
- EnableRotorWash
 
- DisableRotorWash
 
- EnableRotorSound
 
- DisableRotorSound
 
- StartBombingVehicle
 - Starts the chopper leading enemy vehicles and dropping bombs on them.
 
- StartTrailingVehicle
 - Starts the chopper trailing enemy vehicles and shooting at them.
 
- StartDefaultBehavior
 - Starts the chopper in the mode where he always stops at nav points instead of stopping anywhere in between nav points.
 
- StartAlwaysLeadingVehicle
 - Starts the chopper *always* leading enemy vehicles (regardless of how they are moving w/respect to the path) and dropping bombs on them. This mode is different from StartBombingVehicle in that it never uses the machine gun.
 
- StartSprinkleBehavior
 - Starts the chopper dropping bombs randomly + shooting at the player.
 
- StartBullrushBehavior
 - Starts the chopper bullrushing the player.
 
- SetHealthFraction <float>
 - Sets the chopper health as a percentage of max health.
 
- EnableDeadlyShooting
 - Starts the chopper being deadly to on-foot players.
 
- DisableDeadlyShooting
 - Stops the chopper being deadly to on-foot players.
 
- StartNormalShooting
 - The chopper will fire in short bursts. Good for on-foot experiences.
 
- StartLongCycleShooting
 - The chopper fires in long bursts.
 
- StartContinuousShooting
 - The chopper fires continuously.
 
- ResetIdleTime
 - Allows the helicopter to fire immediately if he's not in the middle of charging or firing.
 
- SetAngles <angles>
 - Instantly snaps the orientation of the helicopter.
 
- DropBomb
 - Immediately drops a bomb based on normal bomb dropping rules.
 
- DropBombStraightDown
 - Immediately drops a bomb directly downwards.
 
- DropBombAtTarget <targetname>
 - Immediately drops a bomb directly at the target destination, but only if the player isn't right there.
 
- DropBombAtTargetAlways <targetname>
 - Immediately drops a bomb directly at the target destination, no matter whether it's fair or not.
 
- DropBombDelay <float>
 - Add a delay before the next bomb is dropped.
 
- BecomeIndestructible
 - Makes the helicopter take no more damage.
 
- DisablePathVisibilityTests
 - When the helicopter moves, he will not check for visibility from the path_track to the enemy to cull out path_tracks.
 
- EnablePathVisibilityTests
 - When the helicopter moves, he will only move to path_tracks that have line-of-sight to the enemy.
 
Outputs
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
  | 
- OnHealthChanged <integer>
 - Fires when the helicopter health changes. The integer is the percentage of health the chopper has from 0-100.
 
