Template:O BaseNPC
Tip:add
|noscroll=1
to stop the template from scrolling. add |nogames=1
to hide OnKilled and OnFizzled.BaseNPC:
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.
Base:
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.
Model:
OnIgnite
!FGD- Fired when the entity catches fire, such as from an
env_entity_igniter
or theIgnite
inputs. OnFizzled
(only in )- Fired when this entity is fizzled by a
trigger_portal_cleanser
or, forprop_weighted_cube
, the Dissolve or SilentDissolve inputs.Bug:It does not fire when the object is fizzled by other means such asenv_entity_dissolver
.