npc_launcher
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CNPC_Launcher |
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npc_launcher
is a model entity available in Half-Life 2 series,
Portal, and
Source SDK Bases.
Can fire rocket-propelled grenades or other missiles with many property customizations. The missiles can be made to home on a target or follow a path. It is used in d3_c17_06b when rockets break up a wood bridge. Also used in d1_eli_02 to simulate the Combine APC rockets when the base is getting attacked.
Keyvalues
- Start On (StartOn) <boolean>
- Will the launcher be active at spawn?
- Missile Model (MissileModel) <model path>
- The model for the fired missile
Warning:This KV's default value doesn't point to an existing resource. It should instead point to
models/Weapons/W_missile.mdl
.
- Launch Sound (LaunchSound) <string>
- Sound when the missile launches
- Fly Sound (FlySound) <string>
- The sound the missile makes in air
Warning:This KV's default value doesn't point to an existing resource. It should instead point to
weapons/rpg/rocket1.wav
.
- Smoke Trail (SmokeTrail) <choices>
- What trail the missile leaves behind
- 0: Off
- 1: On
- 2: On Homing
- Launch Smoke (LaunchSmoke) <boolean>
- Is there smoke on launch?
- Launch Delay (LaunchDelay) <integer>
- When ON, how long to wait between each launch
- Launch Speed (LaunchSpeed) <string>
- Initial launch speed of missile (in up direction)
- Path Corner Name (PathCornerName) <string>
- Name of a path corner. If set launches a pathfollowing missing, rather than a homing missile
- Homing Speed (HomingSpeed) <string>
- Speed to reach when homing
- Homing Strength (HomingStrength) <integer>
- How strong in homing effect (0-100)
- Homing Delay (HomingDelay) <string>
- Number of seconds to delay before homing starts
- Homing Ramp Up (HomingRampUp) <string>
- Number of seconds it takes to reach full homing strength after homing delay
- Homing Duration (HomingDuration) <string>
- Number of seconds the homing effect lasts
- Homing Ramp Down (HomingRampDown) <string>
- Number of seconds it takes homing effect to decay after homing duration
- Gravity (Gravity) <string>
- Min Range (MinRange) <integer>
- Minimun distance a target can be to be attacked
- MaxRange (MaxRange) <integer>
- Maximum distance a target can be to be attacked
- Spin Magnitude (SpinMagnitude) <string>
- Strength of spin in missile trajectory
- Spin Speed (SpinSpeed) <string>
- How fast does the spin rotate through 360
- Damage (Damage) <string>
- How much damage does each missile do
- DamageRadius (DamageRadius) <string>
- How far away from impact does the missle do damage
CBaseCombatCharacter:
CAI_BaseNPC:
DamageFilter:
|
Flags
- Check LOS : [65536]
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]
- Don't drop weapons : [8192]
- Ignore player push : [16384] (in all games since
)
- Entity won't give way to player.
Inputs
- TurnOn
- Turn on Launcher
- TurnOff
- Turn off Launcher
- LOSCheckOn
- Start checking line of sight before firing
- LOSCheckOff
- Stop checking line of sight before firing
- SetEnemyEntity
- Set entity I should attack. Ignores visibility. (output from other entity only)
- ClearEnemyEntity
- Clear set enemy enemy
- FireOnce
- Fire Once (if have enemy)
BaseNPC inputs
CAI_BaseNPC:
- ActivateSpeedModifier !FGD
- DisableSpeedModifier !FGD
- Break
- Smash into pieces. If this is not possible, disappear.
- BecomeRagdoll (in all games since
)
- Remove itself and instantly become a ragdoll with zero force (just go limp). OnDeath, etc. outputs will NOT be fired.
- ForceInteractionWithNPC <string> <string> (in all games since
)
- Force the NPC to use a dynamic interaction with another NPC. Syntax is <targetname> <dynamic interaction>.
- ForgetEntity <targetname >
- Clears out the NPC's knowledge of a named entity.
- UpdateEnemyMemory (in all games since
)
- 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 (in all games since
)
- UnholsterWeapon (in all games since
)
- Force the NPC to holster or unholster their weapon. Ignored if the NPC is scripting or if the NPC doesn't use weapons.
- HolsterAndDestroyWeapon (in all games since
)
- Same as
HolsterWeapon
, except the weapon is destroyed once it has been concealed.
- IgnoreDangerSounds <float >
- Ignore danger sounds for the specified number of seconds.
- InsideTransition !FGD
- OutsideTransition !FGD
- SetBodyGroup <integer >
- HACK: Sets this NPC's body group (from 0–n).
- SetEnemyFilter <string >
- SetHealth <integer >
- Set the NPC's health.
- SetMaxLookDistance <float > (only in
)
- Sets the maximum look distance for the NPC. Defaults are 2048 and 6000 for long range NPCs.
- 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
: HateD_FR
: FearD_LI
: LikeD_NU
: Neutral
- SetSquad <string >
- 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 !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 <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:
Outputs
- OnLaunch
- !activator = enemy launched at
!caller = this entity
Fires when missile is launched.
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