Difference between revisions of "Npc monk"
m (→Inputs: ep1 add) |
m (Added link to Russian version) |
||
Line 53: | Line 53: | ||
* {{o basenpc}} | * {{o basenpc}} | ||
+ | |||
+ | |||
+ | {{otherlang:en}} | ||
+ | {{otherlang:en:ru|Npc_monk_(ru)}} | ||
[[Category:Entities]][[Category:NPCs]] | [[Category:Entities]][[Category:NPCs]] |
Revision as of 15:45, 17 March 2007
Entity Description
Father Grigori, a benevolent monk who is the last remaining human in Ravenholm. He keeps to the rooftops and uses an old shotgun to send his zombified former friends to a peaceful death.
Keyvalues
- additionalequipment
- <choices> Weapons
Literal Value | Description |
---|---|
weapon_annabelle | Annabelle |
weapon_smg1 | SMG1 |
weapon_ar2 | AR2 |
weapon_stunstick | Stun Stick |
weapon_crowbar | Crow Bar |
weapon_shotgun | Shotgun |
weapon_beerbottle | Beer Bottle (Not coded - Don't use) |
weapon_beerbottle2 | Beer Bottle2 (Not coded - Don't use) |
weapon_rpg | RPG |
0 | Nothing |
- HasGun
- <boolean>
Flags
Inputs
TalkNPC:
SpeakResponseConcept
<string>
(in all games since)
- Speak the specified response concept immediately.
BaseNPC:
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
: HateD_FR
: FearD_LI
: LikeD_NU
: Neutral
SetHealth
<integer>
- Set the NPC's health.
AddHealth
<integer>
(in all games since)
RemoveHealth
<integer>
(in all games since)
- Add to or remove from the NPC's health.
SetBodyGroup
<integer>
- HACK: Sets this NPC's body group (from 0 - n).
physdamagescale
<float>
- Scales the damage taken when this character is hit by a physics object. 0 means this feature is disabled for backwards compatibility.
Ignite
- Burst into flames.
IgniteLifetime
<float>
- Ignite for the given number of seconds.
IgniteNumHitboxFires
<integer>
- Ignite with the given number of hitbox fires.
IgniteHitboxFireScale
<float>
- Ignite with the given hitbox fire scale.
Break
- Smash into pieces. If this is not possible, disappear.
BecomeRagdoll
(in all games since)
- Remove itself and instantly become a ragdoll with zero force (just go limp). OnDeath, etc. Outputs will NOT be fired.
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 NPC's idle speech, and so on.
Assault
<targetname>
- Start an assault at the given rally point.
SetSquad
<string>
- Change the name of this NPC's squad. Leaving the parameter blank will remove the NPC from any existing squad.
Wake
- Wakes up the NPC if it is sleeping.
ForgetEntity
<targetname>
- Clears out the NPC's knowledge of a named entity.
GagEnable
GagDisable
- Gagged NPCs won't speak (or moan, caw, etc.) unless made to be a choreographed scene.
IgnoreDangerSounds
<float>
- Ignore danger sounds for the specified number of seconds.
HolsterWeapon
(in all games since)
UnholsterWeapon
(in all games since)
- 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)
- Same as
HolsterWeapon
, except the weapon is destroyed once it has been concealed. ForceInteractionWithNPC <string> <string>
(in all games since)
- Force the NPC to use a dynamic interaction with another NPC. Syntax is
<targetname> <dynamic interaction>
UpdateEnemyMemory
(in all games since)
- Update (or create) this NPC's memory of of the given entity.
SetMaxLookDistance
<float>
(only in)
- Sets the maximum look distance for the NPC. Defaults are 2048 and 6000 for long range NPCs.
RenderFields:
Alpha
<integer>
- Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its Render Mode (rendermode) set to a number other than
0
. Color
<color255>
- Sets an RGB color for the entity.
DamageFilter:
ResponseContext:
AddContext
<string>
- Adds to the entity's list of response contexts. Format is
<key>:<value>
. RemoveContext
<string>
- Remove a context from this entity's list. The name should match the key of an existing context.
ClearContext
- Removes all contexts from this entity's list.
Shadow:
DisableShadow
- Turn dynamic shadows off for this entity.
EnableShadow
- Turn dynamic shadows on for this entity.
DisableReceivingFlashlight
(in all games since)
- This object will not receive light or shadows from projected textures.
EnableReceivingFlashlight
(in all games since)
- This object may receive light or shadows from projected textures.
Targetname:
Kill
- Removes this entity from the world.
KillHierarchy
- Removes this entity and its children from the world.
Note: Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than
Kill
. AddOutput
<string>
- Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
KV Format:<key> <value>
I/O Format:<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1
toFireUser4
- Fire the
OnUser
outputs; see User Inputs and Outputs. Use
!FGD- Same as a player invoking +use; may not do anything depending on the entity. Can also be invoked by firing an output that does not specify an input.
RunScriptFile
<script>
(in all games since)
- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode
<string>
(in all games since)
- Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug: In
, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction
<string>
(in all games since) !FGD
- Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin
<coordinates>
(in all games since) !FGD
- Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
SetLocalAngles
<angles>
(in all games since) !FGD
- Set this entity's angles.