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BaseNPC keyvalues
| Relationship ([todo internal name (i)])  <string> !FGDChanges whether this NPC likes or dislikes certain others. Used like the ai_relationship entity, with this NPC as the subject. Format: <string|targetname or classname> <string|disposition> <int|rank>.Values for dispositionare:D_HT: HateD_FR: FearD_LI: LikeD_NU: Neutral
 Target Path Corner (target)  <targetname>The path_corner that this NPC will move 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)  <boolean>Limits NPC to using specified hint group for navigation requests. Does not limit local navigation.
 Sleep State (sleepstate)  <choices>Holds the NPC in stasis until specified condition. See also Wake Radius and Wake Squad.
0: None1: Waiting for threat2: Waiting for PVS3: Waiting for input, ignore PVS4: Auto PVS5: Auto PVS after PVS
 Wake Radius (wakeradius)  <float>Auto-wake if player comes within this distance.
 Wake Squad (wakesquad)  <boolean>Wake all of the NPCs squadmates if the NPC is woken.
 Enemy Filter (enemyfilter)  <targetname>Filter entity to test targets against.
 Ignore unseen enemies (ignoreunseenenemies)  <boolean>Prefers visible enemies, regardless of distance or relationship priority.
 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.
 DamageFilter:
 Damage Filter (damagefilter)  <targetname>Name of the filter_damage_type entity that controls which entities can damage us.
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