Npc combinedropship

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Combine Dropship - click to enlarge.

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The dropship is capable of carrying a container which can deploy NPCs, as well as many other objects. It has special commands specifically for Striders and APCs.

Note.pngNote:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.

Dedicated Console Variables

g_debug_dropship <choices>
Draws boxes for debugging certain events.
  • 0: Disabled
  • 1: Takeoff?
  • 2: Landing?
sk_dropship_container_health <int>
Todo: Explain this variable.
sk_npc_dmg_dropship <int>
Dropship container cannon damage.

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.


LandTarget ([todo internal name (i)]) <targetname>
Land target name.


GunRange ([todo internal name (i)]) <float>
If the dropship's carrying a crate with a gun on it, it'll only shoot targets within this range.


NPCTemplate ([todo internal name (i)]) <targetname>
Name of Template NPC 1.


NPCTemplate (2-6) ([todo internal name (i)]) <targetname>
Name of Template NPC (2-6).


Dustoff(1-6) ([todo internal name (i)]) <targetname>
Name of dustoff point for NPC (1-6).


APCVehicleName ([todo internal name (i)]) <targetname>
Name of the APC to drop.


Invulnerable ([todo internal name (i)]) <boolean>


CrateType ([todo internal name (i)]) <choices>
Literal Value Description
-3 Jeep (No crate)
-2 APC (No crate)
-1 Strider (No crate)
0 Roller Hopper
1 Soldier Crate
2 None


Rollermine Template ([todo internal name (i)]) <targetname>
If this dropship drops any rollermines due to the 'DropMines' input being fired, it will use this template for the rollermines it creates. If left blank, ordinary rollermines will be dropped.

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]
  • 32768 : Wait for input before dropoff

Inputs

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
Icon-Bug.pngBug:Non-functional.  [todo tested in ?]
MissileOff
Stops the chopper firing rockets
Icon-Bug.pngBug:Non-functional.  [todo tested in ?]


LandLeaveCrate <integerRedirectInput/integer>
Land, drop soldiers, and leave the crate behind. Specify the number of troops to drop off in the parameter.


LandTakeCrate <integerRedirectInput/integer>
Land, drop soldiers, but don't leave the crate behind. Specify the number of troops to drop off in the parameter.


DropMines <integerRedirectInput/integer>
Drop Rollermines. Specify the number of mines to drop in the parameter.


DropStrider
Drop the Strider you're carrying. Now.


DropAPC
Drop the APC you're carrying. Now.


Pickup <targetnameRedirectInput/string>
Pickup an entity.


SetLandTarget <targetnameRedirectInput/string>
Set my land target name.


SetGunRange <floatRedirectInput/float>
Set my crate gun's range.


EnableRotorSound
Turns on rotor sounds.


DisableRotorSound
Turns off rotor sounds.


StopWaitingForDropoff
Stop waiting for the dropoff. Dropoff as soon as possible.

Outputs

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.


OnFinishedDropoff
Fires when the dropship has finished a dropoff.


OnFinishedPickup
Fires when the dropship has finished a pickup.


OnCrateShotDownBeforeDropoff <floatRedirectInput/float>
Fires when the container was shot down before it dropped off soldiers. The parameter contains the number of soldiers that weren't successfully dropped off.


OnCrateShotDownAfterDropoff <floatRedirectInput/float>
Fires when the container was shot down after it dropped off soldiers.