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Template:Hl2 point
Entity description
The NPC used to drive an APC vehicle (prop_vehicle_apc).
This entity has no physical representation in-game, and as such does not require specific placement in relation to its APC model.
Keyvalues
- Vehicle (vehicle) <targetname>
- Vehicle to drive.
- Maxspeed (percentace of Vehicle`'s maxspeed) ([todo internal name (i)]) <float>
- Minspeed (percentace of Vehicle`'s minspeed) ([todo internal name (i)]) <float>
Flags
- Start Inactive : [65536]
- 65536 : No Rocket Attacks
Bug: Does nothing in Source 2013. [todo tested in ?]
Inputs
- StartFiring
- Tell the driver to attack nearby enemies with the vehicle's weaponry (if any).
- StopFiring
- Tell the driver to stop attacking nearby enemies with the vehicle's weaponry.
- GotoPathCorner <targetnameRedirectInput/string>
- Tell the driver to go to a specific path corner and continue from there.
- SetDriversMaxSpeed <floatRedirectInput/float>
- Set the drivermaxspeed.
- SetDriversMinSpeed <floatRedirectInput/float>
- Set the driverminspeed.
- StartForward
- Tell the driver to start driving.
- Stop
- Tell the driver to stop driving.
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.
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- DisableFiring <floatRedirectInput/float>
- Disables firing from happening.
- EnableFiring <floatRedirectInput/float>
- Enables firing to start. Firing is enabled by default.