Template:KV Hintnode
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- <choices> Hint
Literal Value Description 0 None 2 World: Window 12 World: Act Busy Hint 13 World: Visually Interesting 14 World: Visually Interesting (Don't aim at) 15 World: Inhibit Combine Mines within 15 feet Template:Ep1 add Template:Ep1 add 100 Crouch Cover Medium 101 Crouch Cover Low 102 Waste Scanner Spawn 103 Entrance / Exit Pinch 104 Guard Point 105 Enemy Disadvantage Point 106 Health Kit 400 Antlion: Burrow Point 401 Antlion: Thumper Flee Point 450 Headcrab: Burrow Point Template:Ep1 add Template:Ep1 add 500 Roller: Patrol Point 501 Roller: Cleanup Spot 700 Crow: Fly to point 701 Crow: Perch point 900 Follower: Wait point 901 Override jump permission 902 Player squad transition point 903 NPC exit point 904 Strider node Template:Ep1 add Template:Ep1 add 1000 HL1 World: Machinery 1001 HL1 World: Blinking Light 1002 HL1 World: Human Blood 1003 HL1 World: Alien Blood
- <string> Activity associated with this hint node. Various parts of the NPC AI play this activity at times. i.e. Actbusy nodes will play this activity when an NPC acts busy on the node.
- <integer> Imagine this node requires that an NPC be in the node's field of view in order to use this hint.
- <boolean>
- <string> If specified, gives the hint a specific group name. Useful for hint nodes that need to be logically grouped together. NPCs may also refuse to use hint nodes that don't match their hint group.
- <node_dest> The node ID of an associated target node, if any.
- <choices> Don't pay attention to the facing of the node. May not apply to a given hint type.
Initial Value Description 0 No 1 Yes 2 Default
- <choices> Require an NPC have a minimum state to use the hint.
Initial Value Description 1 Idle 2 Alert 3 Combat
- <choices> Require an NPC have a maximum state to use the hint.
Initial Value Description 1 Idle 2 Alert 3 Combat