Ru/Npc personality core

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Template:Otherlang2

Уитли подключен к порту

Template:Portal2 point Это ядро личности на компьютере GlaDOS, таких как Wheatley.

Важно отметить, повреждены сферы не передают их набор диалог только с кожей выбор. Они должны быть вызваны, чтобы играть их сцены с помощью VScript ов и logic_choreographed_scenes.

Note.pngПримечание:Некоторые ключ-парамеры(en), признаки появления, признаки эффектов, входы(en) или выходы(en) могут не влиять на НИП(en) в зависимости от их функциональности и реализации исходного кода.

Keyvalues

Alt Model Skin ([todo internal name (i)]) <варианты выбора>
При использовании кожа "Альт", это определяет цвет глаз - Если вы не используете альт кожи, (0 = broken) (1=normal)
  • 0 : Blue Eye / Broken (Wheatley)
  • 1 : Green Eye / Normal (Adventure Core)
  • 2 : Red Eye / NA (Space Core)
  • 3 : Purple Eye / NA (Fact Core)
Use Alternate Skins ([todo internal name (i)]) <булева переменная(en)>
логическое

TalkNPC:

Use Sentence (UseSentence) <строка(en)>
Sentence spoken when the NPC gets +used by a player
Un-Use Sentence (UnUseSentence) <строка(en)>
Sentence spoken NPC gets used again
Don't Use Speech Semaphore (DontUseSpeechSemaphore) <булева переменная(en)>
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.
BaseNPC keyvalues

CBaseCombatCharacter:

Relationship (Relationship) <строка(en)> Отсутствует в FGD!
<string|targetname or classname> <string|disposition> <int|rank>
Changes whether this entity likes or dislikes certain other things. Used like the ai_relationship entity, with this entity as the subject.
Values for disposition are:
  • D_HT: Hate
  • D_FR: Fear
  • D_LI: Like
  • D_NU: Neutral
Physics Impact Damage Scale (physdamagescale) <число с плавающей запятой(en)>
Multiplier for damage amount when this entity is hit by a physics object. With a value of 0 the entity will take no damage from physics.

CAI_BaseNPC:

Target Path Corner (target) <целевой объект(en)>
The path_corner that this NPC will move to after spawning.
Squad Name (squadname) <строка(en)>
NPCs that are in the same squad (i.e., have matching squad names) will share information about enemies and will take turns attacking and covering each other.
Hint Group (hintgroup) <строка(en)>
Hint groups are used by NPCs to restrict their hint-node searching to a subset of the map's hint nodes. Only hint nodes with matching hint group names will be considered by this NPC.
Hint Limit Nav (hintlimiting) <булева переменная(en)>
Limits NPC to using specified hint group for navigation requests. Does not limit local navigation.
Sleep State (sleepstate) <варианты выбора>
Holds the NPC in stasis until specified condition. See also Wake Radius and Wake Squad.
  • 0: None
  • 1: Waiting for threat
  • 2: Waiting for PVS
  • 3: Waiting for input, ignore PVS
  • 4: Auto PVS
  • 5: Auto PVS after PVS
Wake Radius (wakeradius) <число с плавающей запятой(en)>
Auto-wake if player comes within this distance.
Wake Squad (wakesquad) <булева переменная(en)>
Wake all of the NPCs squadmates if the NPC is woken.
Enemy Filter (enemyfilter) <целевой объект(en)>
Filter entity to test targets against.
Ignore unseen enemies (ignoreunseenenemies) <булева переменная(en)>
Prefers visible enemies, regardless of distance or relationship priority.

DamageFilter:

Damage Filter (damagefilter) <целевой объект(en)>
Name of the filter_damage_type entity that controls which entities can damage us.
Parentname:
Parent (parentname) <целевой объект(en)>
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.

Flags

TalkNPC:
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]
Note.pngПримечание:This flag is disabled in Half-Life 2: Episode One Half-Life 2: Episode Two episodic for player companions, because the StartScripting input does this.
Don't drop weapons : [8192]
Ignore player push : [16384] (Во всех играх начиная с Source 2006)
Entity won't give way to player.

Входы == ==

EnableMotion
Включить физика движения / столкновения ответ.
DisableMotion
Отключить физику движения / столкновения ответ.
EnableFlashlight
. Включите глаз фонариком
DisableFlashlight
Отключить глаза фонариком.
ForcePickup
. Группу игрока пикап области
EnablePickup
Разрешить игроку пикап.
DisablePickup
Отключить плеер пикап.
PlayAttach
. Играть придают анимации, используемый для синхронизации с разъемом анимации
PlayDetach
. Воспроизведите анимацию отключения, используемый для синхронизации с разъемом анимации
PlayLock
. Играть замок анимации, используемый для синхронизации с разъемом анимации
SetIdleSequence
Сделать последовательность для использования в качестве простоя
ClearIdleSequence
. Переключение в режим простоя анимации
Взорвано
. Взорвать области

TalkNPC:

SpeakResponseConcept <строка(en)> (Во всех играх начиная с Half-Life 2: Episode One)
Speak the specified response concept immediately.
BaseNPC inputs 

CAI_BaseNPC:

ActivateSpeedModifier  Отсутствует в FGD!
DisableSpeedModifier  Отсутствует в FGD!
Break
Smash into pieces. If this is not possible, disappear.
BecomeRagdoll  (Во всех играх начиная с Half-Life 2: Episode Two)
Remove itself and instantly become a ragdoll with zero force (just go limp). OnDeath, etc. outputs will NOT be fired.
ForceInteractionWithNPC <string> <string>  (Во всех играх начиная с Half-Life 2: Episode One)
Force the NPC to use a dynamic interaction with another NPC. Syntax is <targetname> <dynamic interaction>.
ForgetEntity <целевой объект(en)>
Clears out the NPC's knowledge of a named entity.
UpdateEnemyMemory  (Во всех играх начиная с Half-Life 2: Episode One)
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  (Во всех играх начиная с Half-Life 2: Episode One)
UnholsterWeapon  (Во всех играх начиная с Half-Life 2: Episode One)
Force the NPC to holster or unholster their weapon. Ignored if the NPC is scripting or if the NPC doesn't use weapons.
HolsterAndDestroyWeapon  (Во всех играх начиная с Half-Life 2: Episode One)
Same as HolsterWeapon, except the weapon is destroyed once it has been concealed.
IgnoreDangerSounds <число с плавающей запятой(en)>
Ignore danger sounds for the specified number of seconds.
InsideTransition  Отсутствует в FGD!
OutsideTransition  Отсутствует в FGD!
SetBodyGroup <целое число(en)>
HACK: Sets this NPC's body group (from 0–n).
SetEnemyFilter <строка(en)>
SetHealth <целое число(en)>
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: Hate
  • D_FR: Fear
  • D_LI: Like
  • D_NU: Neutral
SetSquad <строка(en)>
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  Отсутствует в 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 <число с плавающей запятой(en)>
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:

SetDamageFilter <строка(en)>
Sets the entity to use as damage filter. Pass in an empty string (no parameter) to clear the damage filter.
Parentname:
SetParent <строка(en)>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <строка(en)>
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 <строка(en)>
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.

Выходы == ==

OnPlayerPickup
. Сгорело, когда игрок поднимает основной
OnPlayerDrop
. Сгорело, когда игрок падает основной
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."
Нужно сделать: 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 <целевой_объект*>
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 <целевой_объект*>
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.