CapabilitiesAdd
Jump to navigation
Jump to search
This article has multiple issues. Please help improve it or discuss these issues on the talk page. (Learn how and when to remove these template messages)
This article has no links to other VDC articles. Please help improve this article by adding links that are relevant to the context within the existing text.
January 2024
January 2024
This article is an orphan, meaning that few or no articles link to it.
You can help by adding links to this article from other relevant articles.
January 2024
You can help by adding links to this article from other relevant articles.
January 2024
CapabilitiesAdd()
Tested on Source SDK 2013 Singleplayer
CapabilitiesAdd allows the programmer to add capabilities to npc's
if your npc's Spawn function you can add capabilities like so:
void CNPC_YourNPC::Spawn(void){ Precache(); // Runs your npc's Precache function SetModel(STRING(GetModelName())); // Sets the model SetHullType(HULL_HUMAN);// Sets body type SetHullSizeNormal(); // Sets body size SetSolid(SOLID_BBOX); // Set collision type AddSolidFlags(FSOLID_NOT_STANDABLE); SetMoveType(MOVETYPE_STEP); // Sets move type SetBloodColor(BLOOD_COLOR_RED); // Sets blood colour m_flFieldOfView = 0.5; // Unknown, sorry :( m_NPCState = NPC_STATE_NONE; // Sets NPC state // Remove all capabilities so we can add our own CapabilitiesClear(); // Add capabilities CapabilitiesAdd(bits_CAP_MOVE_GROUND); // NPC can walk/run CapabilitiesAdd(bits_CAP_MOVE_JUMP); // NPC can jump/leap CapabilitiesAdd(bits_CAP_MOVE_CLIMB); // NPC can climb ladders CapabilitiesAdd(bits_CAP_MOVE_SHOOT); // NPC can shoot weapon while moving CapabilitiesAdd(bits_CAP_USE); // NPC can open doors/push buttons/pull levers CapabilitiesAdd(bits_CAP_OPEN_DOORS); // NPC can open manual doors CapabilitiesAdd(bits_CAP_AUTO_DOORS); // NPC can trigger auto doors CapabilitiesAdd(bits_CAP_TURN_HEAD); // NPC can turn head, always bone controller 0 CapabilitiesAdd(bits_CAP_USE_WEAPONS); // NPC can use weapons (non-innate attacks) CapabilitiesAdd(bits_CAP_AIM_GUN); // NPC can use arms to aim gun, not just body CapabilitiesAdd(bits_CAP_DUCK); // NPC can cover and reload ducking CapabilitiesAdd(bits_CAP_WEAPON_MELEE_ATTACK1 || bits_CAP_WEAPON_MELEE_ATTACK2); // NPC can do weapon melee attack 1 & 2 CapabilitiesAdd(bits_CAP_INNATE_MELEE_ATTACK1 || bits_CAP_INNATE_MELEE_ATTACK2); // NPC can innate melee attack 1 & 2 CapabilitiesAdd(bits_CAP_WEAPON_RANGE_ATTACK1 || bits_CAP_WEAPON_RANGE_ATTACK2); // NPC can do weapon range attack 1 & 2 CapabilitiesAdd(bits_CAP_INNATE_RANGE_ATTACK1 || bits_CAP_INNATE_RANGE_ATTACK2); // NPC can innate range attack 1 & 2 SetMoveType(MOVETYPE_STEP); // gravity, special edge handling -- monsters use this NPCInit(); }
Here is a list of capabilities in Source SDK 2013
located in basecombatcharacter.h
enum Capability_t { bits_CAP_MOVE_GROUND = 0x00000001, // walk/run bits_CAP_MOVE_JUMP = 0x00000002, // jump/leap bits_CAP_MOVE_FLY = 0x00000004, // can fly, move all around bits_CAP_MOVE_CLIMB = 0x00000008, // climb ladders bits_CAP_MOVE_SWIM = 0x00000010, // navigate in water // UNDONE - not yet implemented bits_CAP_MOVE_CRAWL = 0x00000020, // crawl // UNDONE - not yet implemented bits_CAP_MOVE_SHOOT = 0x00000040, // tries to shoot weapon while moving bits_CAP_SKIP_NAV_GROUND_CHECK = 0x00000080, // optimization - skips ground tests while computing navigation bits_CAP_USE = 0x00000100, // open doors/push buttons/pull levers //bits_CAP_HEAR = 0x00000200, // can hear forced sounds bits_CAP_AUTO_DOORS = 0x00000400, // can trigger auto doors bits_CAP_OPEN_DOORS = 0x00000800, // can open manual doors bits_CAP_TURN_HEAD = 0x00001000, // can turn head, always bone controller 0 bits_CAP_WEAPON_RANGE_ATTACK1 = 0x00002000, // can do a weapon range attack 1 bits_CAP_WEAPON_RANGE_ATTACK2 = 0x00004000, // can do a weapon range attack 2 bits_CAP_WEAPON_MELEE_ATTACK1 = 0x00008000, // can do a weapon melee attack 1 bits_CAP_WEAPON_MELEE_ATTACK2 = 0x00010000, // can do a weapon melee attack 2 bits_CAP_INNATE_RANGE_ATTACK1 = 0x00020000, // can do a innate range attack 1 bits_CAP_INNATE_RANGE_ATTACK2 = 0x00040000, // can do a innate range attack 1 bits_CAP_INNATE_MELEE_ATTACK1 = 0x00080000, // can do a innate melee attack 1 bits_CAP_INNATE_MELEE_ATTACK2 = 0x00100000, // can do a innate melee attack 1 bits_CAP_USE_WEAPONS = 0x00200000, // can use weapons (non-innate attacks) //bits_CAP_STRAFE = 0x00400000, // strafe ( walk/run sideways) bits_CAP_ANIMATEDFACE = 0x00800000, // has animated eyes/face bits_CAP_USE_SHOT_REGULATOR = 0x01000000, // Uses the shot regulator for range attack1 bits_CAP_FRIENDLY_DMG_IMMUNE = 0x02000000, // don't take damage from npc's that are D_LI bits_CAP_SQUAD = 0x04000000, // can form squads bits_CAP_DUCK = 0x08000000, // cover and reload ducking bits_CAP_NO_HIT_PLAYER = 0x10000000, // don't hit players bits_CAP_AIM_GUN = 0x20000000, // Use arms to aim gun, not just body bits_CAP_NO_HIT_SQUADMATES = 0x40000000, // none bits_CAP_SIMPLE_RADIUS_DAMAGE = 0x80000000, // Do not use robust radius damage model on this character. }; #define bits_CAP_DOORS_GROUP (bits_CAP_AUTO_DOORS | bits_CAP_OPEN_DOORS) #define bits_CAP_RANGE_ATTACK_GROUP (bits_CAP_WEAPON_RANGE_ATTACK1 | bits_CAP_WEAPON_RANGE_ATTACK2) #define bits_CAP_MELEE_ATTACK_GROUP (bits_CAP_WEAPON_MELEE_ATTACK1 | bits_CAP_WEAPON_MELEE_ATTACK2)