npc_sniperwill take shots at this target, but only if told to, using inputs available to that entity. The
info_snipertargethas parameters to alter the behavior while aiming and shooting.
To make the sniper take shots at a moving target, you'll need to parent the
info_snipertarget to that target, but this appears to be bugged. ([confirm] This parenting issue was noted back in 2006 and may not apply anymore.)
d1_town_05 for multiple examples of its use.
In code, it is represented by class
CSniperTarget, defined in
- 1: Shoot Me - Sniper will shoot at this target once satisfied with aim.
- 2: No Interruptions - All other targets will be ignored while sniper aims for this.
- 4: Snap Shot !FGD
- If a more important target comes into view as the sniper is aiming for this target, the sniper will fire at this target immediately, hoping the current aim was accurate enough to hit it, then focus on the higher-priority target. This shot will still count as interrupted, and the sniper will therefore resume to take another shot if the Resume if Interrupted flag is set for this target. This is considered obsolete from Episode 1 onward,[Why?] but can still be used.
- 8: Resume if Interrupted
- If the sniper is busy taking shots at other targets when he is ordered to take a shot at this target, he will just delay the shot at this target until he is done, instead of ignoring it completely. This is unless he is ordered to take another shot in this time.
- 16: Snap to me
- The sniper will set his sight on this target before turning the dot on. This means that the dot will immediately start fixed at this position.
- Sweep to Speed (speed)
- Seconds it takes for the sniper to align their shot onto the target.
- Group Name (groupname)
- The name of a group which the
info_snipertargetbelongs to. Used as a parameter for
- Classname (classname)
- The classname defines the type of entity. Classnames can be changed using
AddOutput, which will influence how the engine deals with the entity in certain circumstances.
- Name (targetname)
- The name that other entities refer to this entity by.
- Global Entity Name (globalname)
- Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
- Parent (parentname)
- Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma. Every entity can be parented, even point entities. Entities which are parented will be forced to transition to the next map, such as from a
trigger_transition. Some entities which aren't intended to be parented may not function correctly.
phys_constraintcan be used as a workaround to parenting.
- Origin (X Y Z) (origin)
- The position of this entity's center in the world. Rotating entities typically rotate around their origin.
- Pitch Yaw Roll (X Y Z) (angles)
- This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.Note:This works on brush entities, although Hammer doesn't show the new angles.
- Flags (spawnflags)
- Toggles features of an entity, its specific number is determined by the combination of flags added.
- Response Contexts (ResponseContext)
- Pre-defined response system contexts for this entity. Format is
key:value,key:value,.... Contexts may be filtered.
- Effects (effects)
- Combination of effect flags to use.
- Local Time (ltime)
- The local time of the entity, independent of the global clock. Used mainly for physics calculations.
- Next Think (nextthink)
- Amount of time before the entity thinks again.
- Hammer ID (hammerid)
- The entity's Hammer ID. Mainly used by plugins and debugging commands, such as
ent_keyvalue. Can be manually assigned with the "hammerid" or "id" keyvalue. Entities spawned at run-time are not assigned any Hammer ID.
- Removes this entity and any entities parented to it from the world.
- Functions the same as
Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster than
- Move with this entity. See Entity Hierarchy (parenting).
- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
- Evaluates a keyvalue/output on this entity.
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
- Fire the
OnUseroutputs; see User Inputs and Outputs.
- Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
- Dispatches a special effect from the entity's origin. Removed and replaced entirely by the particle system since .
- Dispatches a response to the entity. See Response and Concept.
- Adds to the entity's list of response contexts. Format is
- Remove a context from this entity's list. The name should match the key of an existing context.
- Removes all contexts from this entity's list.
- These outputs each fire in response to the firing of the like-numbered
FireUser4Input; see User Inputs and Outputs.
npc_bullseye, a similar entity that can be used by other NPCs as well.