Difference between revisions of "Template:O BaseNPC"
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− | + | {{ScrollBox|title=BaseNPC| | |
− | + | {{IO|OnDamaged|Fired when this NPC takes damage {{activator|damage inflictor}}}} | |
− | + | {{IO|OnDeath|Fired when this NPC is killed {{activator|killer}}}} | |
− | + | {{IO|OnHalfHealth|Fired when this NPC reaches half of its maximum health}} | |
− | + | {{IO|OnHearWorld|Fired when this NPC hears a sound (other than combat or the player)}} | |
− | + | {{IO|OnHearPlayer|Fired when this NPC hears the player}} | |
− | + | {{IO|OnHearCombat|Fired when this NPC hears combat sounds}} | |
− | + | {{IO|OnFoundEnemy|Fired when this NPC establishes line of sight to its enemy|param=targetname}} | |
− | + | {{IO|OnLostEnemyLOS|Fired when this NPC loses line of sight to its enemy}} | |
− | + | {{IO|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}} | |
− | + | {{IO|OnFoundPlayer|Fired when this NPC establishes line of sight to its enemy, and that enemy is a player|param=targetname}} | |
− | + | {{IO|OnLostPlayerLOS|Fired when this NPC loses line of sight to its enemy, and that enemy is a player}} | |
− | + | {{IO|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}} | |
− | + | {{IO|OnDamagedByPlayer|Fired when this NPC is hurt by a player {{activator|attacker or vehicle driver (if friendly fire)}}}} | |
− | + | {{IO|OnDamagedByPlayerSquad|Fired when this NPC is hurt by a player OR by one of the player's squadmates {{activator|attacker or vehicle driver (if friendly fire)}}}} | |
− | + | {{IO|OnDenyCommanderUse|Fired when this NPC has refused to join the player's squad}} | |
− | + | {{IO|OnSleep|Fired when this NPC enters a sleep state}} | |
− | + | {{IO|OnWake|Fired when this NPC comes out of a sleep state}} | |
− | + | {{IO|OnForcedInteractionStarted|Fired when the NPC starts a forced interaction.}} | |
− | + | {{IO|OnForcedInteractionAborted|Fired when the NPC aborts a forced interaction for some reason (target NPC died, couldn't be pathed to, etc)}} | |
− | + | {{IO|OnForcedInteractionFinished|"NPCs in actbusies can no longer perform dynamic interactions." {{todo|What does this mean?}}}} | |
− | + | {{O Targetname}} | |
− | + | }}<noinclude> | |
− | + | [[Category:Output Templates|BaseNPC]] | |
− | + | </noinclude> | |
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Latest revision as of 19:30, 23 January 2020
BaseNPC:
OnDamaged
- Fired when this NPC takes damage (activator is the damage inflictor)
OnDeath
- Fired when this NPC is killed (activator is the killer)
OnHalfHealth
- Fired when this NPC reaches half of its maximum health
OnHearWorld
- Fired when this NPC hears a sound (other than combat or the player)
OnHearPlayer
- Fired when this NPC hears the player
OnHearCombat
- Fired when this NPC hears combat sounds
OnFoundEnemy
<targetname>
- Fired when this NPC establishes line of sight to its enemy
OnLostEnemyLOS
- Fired when this NPC loses 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
OnFoundPlayer
<targetname>
- Fired when this NPC establishes line of sight to its enemy, and that enemy is a player
OnLostPlayerLOS
- Fired when this NPC loses 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
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))
OnDenyCommanderUse
- Fired when this NPC has refused to join the player's squad
OnSleep
- Fired when this NPC enters a sleep state
OnWake
- Fired when this NPC comes out of a sleep state
OnForcedInteractionStarted
- Fired when the NPC starts a forced interaction.
OnForcedInteractionAborted
- Fired when the NPC aborts a forced interaction for some reason (target NPC died, couldn't be pathed to, etc)
OnForcedInteractionFinished
- "NPCs in actbusies can no longer perform dynamic interactions." To do: What does this mean?
Targetname:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs. OnKilled
(only in)
- This output fires when the entity is killed and removed from the game.