npc_combinegunship
npc_combinegunship
is a point entity available in Half-Life 2, Half-Life 2: Episode One, Half-Life 2: Episode Two, and Half-Life 2: Deathmatch.
A flying Combine NPC with one main gun and the ability to track and shoot down RPG rockets.
Class hierarchy |
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CNPC_CombineGunship |
npc_combinegunship.cpp
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Note:The gunship does not use info_node_air for navigation. It follows path_tracks exclusively! It does so quite intelligently though, so the result looks rather dynamic.
Note:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.
Tip:Use info_target_gunshipcrash entities to suggest spectacular crashing points for defeated gunships.
Tip:npc_heli_avoidsphere works with this npc
Dedicated Console Variables
Cvar/Command | Parameters or default value | Descriptor | Effect |
---|---|---|---|
sk_gunship_burst_size | 15 | float | Fire off this many bullets in a burst. |
sk_gunship_burst_min | 800 | float | Pathing avoid distance. |
sk_gunship_burst_dist | 768 | float | The maximum distance from the enemy that the gunship will start stitching. |
sk_gunship_health_increments | 5 | int | Number of times the gunship must be struck by explosive damage (multiplied for skill settings). |
g_debug_gunship | 0 | choices | Debug type:
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sk_npc_dmg_gunship | 40 | float | Used by ammotype "CombineCannon". |
sk_npc_dmg_gunship_to_plr | 3 | float | Used by ammotype "CombineCannon". |
Keyvalues
BaseHelicopter:
- Initial Speed
(InitialSpeed)
<string> - The speed that the entity should try to reach as soon as it spawns
- Target path_track
(target)
<targetname> - The name of a path_track that this NPC will fly to after spawning.
Flags
- 1 : Wait Till Seen
- 2 : Gag (No IDLE sounds until angry)
- 4 : Fall to ground (unchecked means *teleport* to ground)
- 8 : Drop Healthkit
- 16 : Efficient - Don't acquire enemies or avoid obstacles
- 32 : No Rotorwash
- 64 : Await Input
- 128 : Wait For Script
- 256 : Long Visibility/Shoot
- 512 : Fade Corpse
- 1024 : Think outside PVS
- 2048 : Template NPC (used by npc_maker, will not spawn)
- 4096 : No ground attack
- 8192 : Use chopper model !FGD
Inputs
OmniscientOn
- Gunship knows target's location even when target is out of sight or behind cover
OmniscientOff
- Gunship relies on normal sight functions to locate target
BlindfireOn
- Gunship will fire at an unseen target, attempting to punch through to them
BlindfireOff
- Gunship only fires at visible target
SetPenetrationDepth
<float>- Set penetration depth of bullets
SetDockingBBox
- Shrink Bounding Box
SetNormalBBox
- Set Bounding Box to normal size
EnableGroundAttack
- Allow the gunship to use its ground attack
DisableGroundAttack
- Don't allow the gunship to use its ground attack
DoGroundAttack
<string>- Causes the gunship to execute its ground attack
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Outputs
OnFireCannon
- Fired when the gunship fires a cannon round.
OnFirstDamage
- Fired when the first damage is done to the gunship.
OnSecondDamage
- Fired when the second damage is done to the gunship.
OnThirdDamage
- Fired when the third damage is done to the gunship.
OnFourthDamage
- Fired when the fourth damage is done to the gunship.
OnCrashed
- Fired when gunship crashes.
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Categories:
- TODO rewrite lang to LanguageBar
- Half-Life 2 entities
- Half-Life 2 point entities
- Half-Life 2: Episode One entities
- Half-Life 2: Episode One point entities
- Half-Life 2: Episode Two entities
- Half-Life 2: Episode Two point entities
- Half-Life 2: Deathmatch entities
- Half-Life 2: Deathmatch point entities
- CBaseAnimating
- NPC entities
- Pages with uncategorized bugs
- Flying NPCs
- Half-Life 2 NPCs