npc_combinegunship

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Combine Gunship

npc_combinegunship is a point entity available in Half-Life 2 Half-Life 2, Half-Life 2: Episode One Half-Life 2: Episode One, Half-Life 2: Episode Two Half-Life 2: Episode Two, and Half-Life 2: Deathmatch Half-Life 2: Deathmatch. A flying Combine NPC with one main gun and the ability to track and shoot down RPG rockets.

Class hierarchy
CNPC_CombineGunship
CBaseHelicopter
CAI_BaseNPC
CBaseCombatCharacter
CBaseFlex
CBaseAnimatingOverlay
CBaseAnimating
CBaseEntity
npc_combinegunship.cpp
Note.pngNote: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.pngNote:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.
Tip.pngTip:Use info_target_gunshipcrash entities to suggest spectacular crashing points for defeated gunships.
Tip.pngTip:npc_heli_avoidsphere works with this npc


Dedicated Console Variables

Cvar/CommandParameters or default valueDescriptorEffect
sk_gunship_burst_size15floatFire off this many bullets in a burst.
sk_gunship_burst_min800floatPathing avoid distance.
sk_gunship_burst_dist768floatThe maximum distance from the enemy that the gunship will start stitching.
sk_gunship_health_increments5intNumber of times the gunship must be struck by explosive damage (multiplied for skill settings).
g_debug_gunship0choicesDebug type:
  • 0: Disabled
  • 1: Leading
  • 2: Path
  • 3: Stitching
sk_npc_dmg_gunship40floatUsed by ammotype "CombineCannon".
sk_npc_dmg_gunship_to_plr3floatUsed 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


BaseHelicopter
MoveTopSpeed
The helicopter will immediately move at top speed toward its current goal, or in its current orientation if it's on top of its goal.
MoveSpecifiedSpeed <float>
The helicopter will immediately move at the specified speed (you provide this as parameter override in units per second) towards its current goal.
ChangePathCorner <targetname>
Tell the helicopter to move to a path corner on a new path.
SelfDestruct
Self Destruct.
Activate
Activate. Use to wake up a helicopter that spawned with the 'Await Input' spawnflag on.
SetTrack <targetname>
Set a track for the helicopter to adhere to. The helicopter will do nothing if it's on the same path, and will move to the closest point on the specified track if it's on a different path.
FlyToSpecificTrackViaPath <targetname>
The helicopter will first fly to the closest point on the path if it's on a different path. Then it'll fly along the path to the specified track point.
FlyToPathTrack <targetname>
The helicopter will fly to the given path_track.
StartPatrol
Start patrolling back and forth along the current track.
StopPatrol
Stop patrolling back and forth along the track. This will cause the helicopter to come to rest at the track which he's currently flying toward.
ChooseFarthestPathPoint
When tracking an enemy, choose the point on the path furthest from the enemy, but still in firing range.
ChooseNearestPathPoint
When tracking an enemy, choose the point on the path nearest from the enemy.
StartBreakableMovement
The helicopter is now allowed to disobey direct commands to go to particular points if it senses an enemy. It will move to the closest point (or farthest point, if ChooseFarthestPathPoint is used), on the path if it senses an enemy.
StopBreakableMovement
The helicopter can no longer disobey direct commands. It will continue to fly along it's patrol path or to it's specified target even if it senses an enemy.
EnableRotorSound
Starts the chopper's rotors making noise (normal behaviour)
DisableRotorSound
Stops the noise made by the rotors
EnableRotorWash
Makes the chopper exert a force on physics objects underneath its rotor, and produce a wind pattern on any water (normal behaviour)
DisableRotorWash
Turns off the forces and wind pattern
SetAngles  !FGD
InputStartLeading  !FGD
InputStopLeading  !FGD
GunOn
Allows the chopper to use its gun (normal behaviour)
GunOff
Prevents the chopper from using its gun
MissileOn
Starts the chopper firing rockets
Icon-Bug.pngBug:Non-functional.  [todo tested in?]
MissileOff
Stops the chopper firing rockets
Icon-Bug.pngBug:Non-functional.  [todo tested in?]

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.
BaseNPC Outputs
OnDamaged
Fired when this NPC takes damage (!activator is the damage inflictor).
OnDamagedByPlayer
Fired when this NPC is hurt by a player (!activator is the attacker or vehicle driver [if friendly fire]).
OnDamagedByPlayerSquad
Fired when this NPC is hurt by a player OR by one of the player's squadmates (!activator is the attacker or vehicle driver [if friendly fire]).
OnDeath
Fired when this NPC is killed (!activator is the killer).
OnDenyCommanderUse
Fired when this NPC has refused to join the player's squad.
OnForcedInteractionAborted
Fired when the NPC aborts a forced interaction for some reason (target NPC died, couldn't be pathed to, etc.).
OnForcedInteractionStarted
Fired when the NPC starts a forced interaction.
OnForcedInteractionFinished
"NPCs in actbusies can no longer perform dynamic interactions."
Todo: What does this mean?
OnHalfHealth
Fired when this NPC reaches half of its maximum health.
OnHearCombat
Fired when this NPC hears combat sounds.
OnHearPlayer
Fired when this NPC hears the player.
OnHearWorld
Fired when this NPC hears a sound (other than combat or the player).
OnFoundEnemy <targetname>
Fired when this NPC establishes line of sight to its enemy.
OnLostEnemy
Fired when this NPC loses its enemy. Usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy.
OnLostEnemyLOS
Fired when this NPC loses line of sight to its enemy.
OnFoundPlayer <targetname>
Fired when this NPC establishes line of sight to its enemy, and that enemy is a player.
OnLostPlayer
Fired when this NPC loses its enemy, and that enemy was a player. Usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy.
OnLostPlayerLOS
Fired when this NPC loses line of sight to its enemy, and that enemy is a player.
OnSleep
Fired when this NPC enters a sleep state.
OnWake
Fired when this NPC comes out of a sleep state.