Npc vortigaunt

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Revision as of 04:09, 2 October 2006 by Andreasen (talk | contribs) (→‎Dedicated Console Variables: Dotted the descriptions.)
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Entity Description

Vortigaunt

Allow multiple models (for slaves), but default to vortigaunt.mdl

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

  • sk_vortigaunt_armor_charge (Default: 30)
<integer> Amount of energy to charge the player with.
  • sk_vortigaunt_dmg_claw (Default: 10)
<integer> Damage from a claw melee attack.
  • sk_vortigaunt_dmg_rake (Default: 25)
<integer> Damage from a rake melee attack.
  • sk_vortigaunt_dmg_zap (Default: 50)
<integer> Damage from a zap range attack.
  • sk_vortigaunt_health (Default: 100)
<integer> Vortigaunt spawn health.

Keyvalues

  • model
<studio> World model
  • ArmorRechargeEnabled
<boolean> Allow Armor Recharging
<boolean> If set, the vortigaunt will recover his own health over time like vital allies, while in combat.

Flags

Inputs

  • TalkNPC:
SpeakResponseConcept <stringRedirectInput/string> (in all games since Half-Life 2: Episode One)
Speak the specified response concept immediately.
BaseNPC inputs 

CAI_BaseNPC:

ActivateSpeedModifier  !FGD
DisableSpeedModifier  !FGD
Break
Smash into pieces. If this is not possible, disappear.
BecomeRagdoll  (in all games since Half-Life 2: Episode Two)
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 Half-Life 2: Episode One)
Force the NPC to use a dynamic interaction with another NPC. Syntax is <targetname> <dynamic interaction>.
ForgetEntity <targetnameRedirectInput/string>
Clears out the NPC's knowledge of a named entity.
UpdateEnemyMemory  (in all games since Half-Life 2: Episode One)
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 Half-Life 2: Episode One)
UnholsterWeapon  (in all games since Half-Life 2: Episode One)
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 Half-Life 2: Episode One)
Same as HolsterWeapon, except the weapon is destroyed once it has been concealed.
IgnoreDangerSounds <floatRedirectInput/float>
Ignore danger sounds for the specified number of seconds.
InsideTransition  !FGD
OutsideTransition  !FGD
SetBodyGroup <integerRedirectInput/integer>
HACK: Sets this NPC's body group (from 0–n).
SetEnemyFilter <stringRedirectInput/string>
SetHealth <integerRedirectInput/integer>
Set the NPC's health.
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: Hate
  • D_FR: Fear
  • D_LI: Like
  • D_NU: Neutral
SetSquad <stringRedirectInput/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 <floatRedirectInput/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:

SetDamageFilter <stringRedirectInput/string>
Sets the entity to use as damage filter. Pass in an empty string (no parameter) to clear the damage filter.
  • PlayerCompanion:
OutsideTransition  (in all games since Half-Life 2: Episode One)
Use this input to teleport the NPC to a hint node with the "Player Squad Transition Point" hint type.
EnableAlwaysTransition  (in all games since Half-Life 2: Episode One)
DisableAlwaysTransition  (in all games since Half-Life 2: Episode One)
If enabled, this NPC will always teleport to a Player Squad Transition Point even if they're not within the trigger_transition.
MakeGameEndAlly  (in all games since Half-Life 2: Episode One)
MakeRegularAlly  (in all games since Half-Life 2: Episode One)
Determines whether the game should end if this character dies.
EnableWeaponPickup  (in all games since Half-Life 2: Episode One)
DisableWeaponPickup  (in all games since Half-Life 2: Episode One)
Enables/disables weapon pickup.
GiveWeapon <classname> (in all games since Half-Life 2: Episode One)
Gives the NPC a weapon immediately.
ClearAllOutputs  (only in Half-Life 2: Episode One Half-Life 2: Episode Two)
Clears every output that this NPC has.
  • EnableArmorRecharge
Allow armor recharging on players
  • DisableArmorRecharge
Do not allow armor recharging on players
  • ExtractBugbait <string>
Causes the vortigaunt to extract bugbait from the named target passed in.
  • ChargeTarget <string>
Force the vortigaunt to charge the named target.
Allow the vortigaunt to start regenerating his health over time, like vital allies.
Stop the vortigaunt from regenerating his health. (Default behavior)

Outputs

  • PlayerCompanion:
OnWeaponPickup
Fires when this NPC picks a weapon off the ground or a gun rack.
  • OnFinishedExtractingBugbait
Fires when the vortigaunt's finished extracting bugbait from a target.
  • OnFinishedExtractingTauCannon
Fires when the vortigaunt's finished extracting the tau cannon from the jeep.
  • OnFinishedChargingTarget
Fires when the vortigaunt has finished charging a target.
  • OnPlayerUse
Fires when a player +USEs the vortigaunt. Template:Plact

See Also

  • Vortigaunt - Background information about vortigaunts.