Difference between revisions of "Npc dog"
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Also see descriptions for [[Dog]] and other [[:Category:Half-Life Continuity|Half-Life Continuity]] | Also see descriptions for [[Dog]] and other [[:Category:Half-Life Continuity|Half-Life Continuity]] | ||
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+ | Dog does not have any battle AI, and therefore will simply run away when faced with enemies. All of Dog's battles in Half-Life 2 were scripted. | ||
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Revision as of 19:45, 25 July 2007
Entity Description
Dog is one of the main characters introduced in Half-Life 2. Dog can play fetch and pick up things.
Also see descriptions for Dog and other Half-Life Continuity
Dog does not have any battle AI, and therefore will simply run away when faced with enemies. All of Dog's battles in Half-Life 2 were scripted.
Keyvalues
Flags
Inputs
- SetPickupTarget <target_destination>
- Sets the target entity for Dog to pickup.
- StartCatchThrowBehavior <target_destination>
- Tells Dog to start playing with the player. You can pass the name of the object you want him to play with, otherwise he'll just use the closest phys_object.
- StopCatchThrowBehavior <target_destination>
- Stop the catch and throw behavior.
- PlayerPickupObject
- Tells Dog the physgun just picked up an object.
- StartWaitAndCatch
- Tells Dog to wait for the player to throw an object at him.
- StopWaitAndCatch
- Tells Dog to stop waiting for the player.
- SetThrowArcModifier <float>
- Used to pass in a modifier for Dog's object flight arc.
- SetThrowTarget <target_destination>
- Set Dog's throw target (pass in !player if you want the player)
- Turn Dog's bone followers off
- Turn Dog's bone followers on
Outputs
- OnDogThrow
- Fires when Dog throws an object.
- OnDogPickup
- Fires when Dog picks up an object.
- OnDogCatch
- Fires when Dog catches an object.