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BaseNPC keyvalues
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CBaseCombatCharacter:
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Relationship (Relationship) <string> !FGD
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<string|targetname or classname> <string|disposition> <int|rank>
- Changes whether this entity likes or dislikes certain other things. Used like the ai_relationship entity, with this entity as the subject.
- Values for
disposition are:
D_HT: Hate
D_FR: Fear
D_LI: Like
D_NU: Neutral
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Physics Impact Damage Scale (physdamagescale) <float>
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Multiplier for damage amount when this entity is hit by a physics object. With a value of 0 the entity will take no damage from physics.
CAI_BaseNPC:
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Target Path Corner (target) <targetname>
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The path_corner that this NPC will move to after spawning.
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Squad Name (squadname) <string>
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NPCs that are in the same squad (i.e., have matching squad names) will share information about enemies and will take turns attacking and covering each other.
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Hint Group (hintgroup) <string>
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Hint groups are used by NPCs to restrict their hint-node searching to a subset of the map's hint nodes. Only hint nodes with matching hint group names will be considered by this NPC.
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Hint Limit Nav (hintlimiting) <boolean>
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Limits NPC to using specified hint group for navigation requests. Does not limit local navigation.
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Sleep State (sleepstate) <choices>
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Holds the NPC in stasis until specified condition. See also Wake Radius and Wake Squad.
- 0: None
- 1: Waiting for threat
- 2: Waiting for PVS
- 3: Waiting for input, ignore PVS
- 4: Auto PVS
- 5: Auto PVS after PVS
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Wake Radius (wakeradius) <float>
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Auto-wake if player comes within this distance.
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Wake Squad (wakesquad) <boolean>
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Wake all of the NPCs squadmates if the NPC is woken.
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Enemy Filter (enemyfilter) <targetname>
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Filter entity to test targets against.
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Ignore unseen enemies (ignoreunseenenemies) <boolean>
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Prefers visible enemies, regardless of distance or relationship priority.
DamageFilter:
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Damage Filter (damagefilter) <targetname>
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Name of the filter_damage_type entity that controls which entities can damage us.
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