Npc sniper
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Entity Description
Entity Name: npc_sniper
Sniper
Entity Values
Keys
- Name targetname <target_source>
- The name that other entities refer to this entity by.
- Pitch Yaw Roll (Y Z X) angles <angle>
- This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
- Render FX renderfx <choices>
- Render Mode rendermode <choices>
- Used to set a non-standard rendering mode on this entity. See also 'FX Amount' and 'FX Color'.
- FX Amount (0 - 255) renderamt <integer>
- The FX amount is used by the selected Render Mode.
- FX Color (R G B) rendercolor <color255>
- The FX color is used by the selected Render Mode.
- Disable Receiving Shadows disablereceiveshadows <choices>
- Damage Filter damagefilter <target_destination>
- Name of the filter entity that controls which entities can damage us.
- Response Contexts ResponseContext <string>
- Response system context(s) for this entity. Format should be: 'key:value,key2:value2,etc'. When this entity speaks, the list of keys & values will be passed to the response rules system.
- Disable shadows disableshadows <choices>
- Target Path Corner target <target_destination>
- If set, the name of a path corner entity that this NPC will walk to, after spawning.
- Squad Name squadname <string>
- 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 <string>
- 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 <choices>
- Limits NPC to using specified hint group for navigation requests, but does not limit local navigation.
- spawnflags spawnflags <flags>
- Sleep State sleepstate <choices>
- Holds the NPC in stasis until specified condition. See also 'Wake Radius' and 'Wake Squad'.
- Wake Radius wakeradius <float>
- Auto-wake if player within this distance
- Wake Squad wakesquad <choices>
- Wake all of the NPCs squadmates if the NPC is woken
- Physics Impact Damage Scale physdamagescale <float>
- 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.
- Patience Radius radius <integer>
- Initial Misses misses <integer>
- 'Beam Brightness (0 to 255) beambrightness <integer>
- Bullet shield distance shielddistance <float>
- Bullet shield radius shieldradius <float>
Inputs
- Kill
- Removes this entity from the world.
- KillHierarchy
- Removes this entity and all its children from the world.
- AddOutput <string> <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>
- Adds an entity I/O connection to this entity. Very dangerous, use with care
- FireUser1
- Causes this entity's OnUser1 output to be fired.
- FireUser2
- Causes this entity's OnUser2 output to be fired.
- FireUser3
- Causes this entity's OnUser3 output to be fired.
- FireUser4
- Causes this entity's OnUser4 output to be fired.
- SetDamageFilter <string>
- Sets the entity to use as damage filter. Pass in an empty string to clear the damage filter.
- AddContext <string>
- Adds a context to this entity's list of response contexts. The format should be 'key:value'.
- RemoveContext <string>
- Remove a context from this entity's list of response contexts. The name should match the 'key' of a previously added context.
- ClearContext
- Removes all contexts in this entity's list of response contexts.
- DisableShadow
- Turn shadow off.
- EnableShadow
- Turn shadow on.
- SetRelationship <string>
- Changes this entity's relationship with another entity or class. Format: <entityname/classname> <D_HT/D_FR/D_LI/D_NU> <priority>
- SetHealth <integer>
- Set this NPC's health.
- SetBodyGroup <integer>
- HACK: Sets this NPC's body group (from 0 - n). You'd better know what you are doing!
- physdamagescale <float>
- Sets the value that scales damage energy when this character is hit by a physics object. NOTE: 0 means this feature is disabled for backwards compatibility.
- Ignite
- Ignite, burst into flames (Ow!)
- Break
- Break, smash into pieces
- StartScripting
- Enter scripting state. In this state, 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 NPC's idle speech, and so on.
- StopScripting
- Exit scripting state.
- Assault <string>
- Start an assault. Parameter passed in should be the name of the rally point.
- SetSquad <string>
- Set the name of this NPC's squad. It will be removed from any existing squad automatically. Leaving the parameter blank will remove the NPC from any existing squad.
- Wake
- Wakes up the NPC if it is sleeping.
- ForgetEntity <string>
- Clears out the NPC's knowledge of a named entity.
- GagEnable
- Turn on the NPC Gag flag. NPC won't speak outside of choreographed scenes.
- GagDisable
- Turn off the NPC Gag flag.
- IgnoreDangerSounds <float>
- Ignore danger sounds for the specified number of seconds.
- EnableSniper
- Enable Shooting
- DisableSniper
- Disable Shooting
- SetDecoyRadius <integer>
- Set Decoy Radius
- SweepTarget <string>
- Sweep a Target
- SweepTargetHighestPriority <string>
- Drop everything and sweep this target!
- SweepGroupRandomly <string>
- Randomly Sweep a Group
Outputs
- OnUser1
- Fired in response to FireUser1 input.
- OnUser2
- Fired in response to FireUser2 input.
- OnUser3
- Fired in response to FireUser3 input.
- OnUser4
- Fired in response to FireUser4 input.
- OnDamaged
- Fired when this NPC takes damage.
- OnDeath
- Fired when this NPC is killed.
- OnHalfHealth
- Fired when this NPC reaches half of its maximum health.
- OnHearWorld
- Fired when this NPC hears a sound (other than combat or the player).
- OnHearPlayer
- Fired when this NPC hears the player.
- OnHearCombat
- Fired when this NPC hears combat sounds.
- OnFoundEnemy <string>
- Fired when this NPC establishes line of sight to its enemy (outputs entity).
- OnLostEnemyLOS
- Fired when this NPC loses 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.
- OnFoundPlayer <string>
- Fired when this NPC establishes line of sight to its enemy, and that enemy is a player (outputs player entity).
- OnLostPlayerLOS
- Fired when this NPC loses 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.
- OnDamagedByPlayer
- Fired when this NPC is hurt by a player.
- OnDamagedByPlayerSquad
- Fired when this NPC is hurt by a player OR by one of the player's squadmates.
- OnDenyCommanderUse
- Fired when this NPC has refused to join the player's squad.
- OnWake
- Fired when this NPC comes out of a sleep state.
See Also
- info_snipertarget - give the sniper something to shoot at.