npc_advisor
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Note:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.
For the lore character, see Advisor.
npc_advisor
is a point entity available in Half-Life 2: Episode Two. It's the sluggy, evil, worm like things that are known as Combine Advisors. They are capable of using telekinesis to levitate multiple objects and throw them at the player, inflicting damage. Objects are first "staged" by being flung to one of several pre-determined positions, then flung at the player one at a time, or all at once.
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Advisor, as seen in Half-Life 2: Episode Two
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Bugs
This NPC does not load the advisor model by default - it must be specified by keyvalue! Without a model, a null-pointer exception is thrown. This can be fixed by editing npc_advisor.cpp
.
- On line 376, replace
SetModel( STRING( GetModelName() ) );
withSetModel( "models\advisor.mdl" );
- On line 1554, replace
PrecacheModel( STRING( GetModelName() ) );
withPrecacheModel( "models\advisor.mdl" );
Also, advisors will not attack the player, or levitate props unless you set NPC_ADVISOR_HAS_BEHAVIOR
in npc_advisor_shared.h
.
Dedicated Console Variables
- advisor_use_impact_table <int>
- If true, advisor will use her custom impact damage table. Todo: What does that mean?
- thumper_show_radius <int>
- Description mentions advisors, but all it seems to do is show the effect zone of
prop_thumper
s. - sk_advisor_health <int>
- Defines an Advisor's Spawn Health (Default: 1000).
- advisor_throw_velocity <int> Todo: No longer available?
- Speed at which advisor throws objects (Default: 1100).
- advisor_throw_rate <int> Todo: No longer available?
- How often "staged" objects are thrown at the player, in seconds (Default: 4).
- advisor_throw_warn_time <int> Todo: No longer available?
- Warns the player this number of seconds before throwing object (Default: 1).
Keyvalues
- Levitation area
<targetname>
- Trigger volume inside which levitated objects reside.
- Levitation goal bottom
<targetname>
- Objects will levitate at least as high as this entity.
- Levitation goal bottom
<targetname>
- Objects will not levitate any higher than this entity.
- Staging Position Names
<targetname>
- The "staging" positions that entities must move to before being thrown. Should be at least as many as are set in the "SetStagingNum".
- Priority name for grabbing
<string>
- If any entities named this are present, the advisor will preferentially pick them up for throwing at the player.
Flags
Inputs
SetThrowRate <float>
- Sets speed at which Advisor throws objects.
SetStagingNum <int>
- Sets the number of objects that an Advisor can "stage" at a time.
WrenchImmediate
- Immediately flings a levitated object at the player, skipping the "staging" stage.
PinPlayer
- Not functional.
BeamOnr
BeamOff
- Enables/Disables beam effect between Advisor and active prop.
ElightOn
ElightOff
- Enables/Disables Advisor's Elight.
Outputs
OnPickingThrowable
- Fired when Advisor begins to "stage" a throwable.
OnThrowWarn
- Fired right before Advisor warns player of a throw
OnThrow
- Fired when Advisor throws a throwable
OnHealthIsNow
- Fired once every frame with Advisor's current health.