npc_apache

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npc_apache is a model entity available in Black Mesa Black Mesa.

They are the Wikipedia icon M1 Boeing AH-64 Apache helicopters used by the HECU. They are seen in open outdoor areas, especially in Surface Tension and "Forget About Freeman!". The player usually uses a RPG to destroy them.

Note.pngNote:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.

Keyvalues

bNerfedFireCone (bNerfedFireCone) <boolean>
BaseNPC keyvalues

CBaseCombatCharacter:

Relationship (Relationship) <string> !FGD
<string|targetname or classname> <string|disposition> <int|rank>
Changes whether this entity likes or dislikes certain other things. Used like the ai_relationship entity, with this entity as the subject.
Values for disposition are:
  • D_HT: Hate
  • D_FR: Fear
  • D_LI: Like
  • D_NU: Neutral
Physics Impact Damage Scale (physdamagescale) <float>
Multiplier for damage amount when this entity is hit by a physics object. With a value of 0 the entity will take no damage from physics.

CAI_BaseNPC:

Target Path Corner (target) <targetname>
The path_corner that this NPC will move to after spawning.
Squad Name (squadname) <string>
NPCs that are in the same squad (i.e., have matching squad names) will share information about enemies and will take turns attacking and covering each other.
Hint Group (hintgroup) <string>
Hint groups are used by NPCs to restrict their hint-node searching to a subset of the map's hint nodes. Only hint nodes with matching hint group names will be considered by this NPC.
Hint Limit Nav (hintlimiting) <boolean>
Limits NPC to using specified hint group for navigation requests. Does not limit local navigation.
Sleep State (sleepstate) <choices>
Holds the NPC in stasis until specified condition. See also Wake Radius and Wake Squad.
  • 0: None
  • 1: Waiting for threat
  • 2: Waiting for PVS
  • 3: Waiting for input, ignore PVS
  • 4: Auto PVS
  • 5: Auto PVS after PVS
Wake Radius (wakeradius) <float>
Auto-wake if player comes within this distance.
Wake Squad (wakesquad) <boolean>
Wake all of the NPCs squadmates if the NPC is woken.
Enemy Filter (enemyfilter) <targetname>
Filter entity to test targets against.
Ignore unseen enemies (ignoreunseenenemies) <boolean>
Prefers visible enemies, regardless of distance or relationship priority.

DamageFilter:

Damage Filter (damagefilter) <targetname>
Name of the filter_damage_type entity that controls which entities can damage us.

Inputs

EnableMiniGun
DisableMiniGun
EnableRockets
DisableRockets
SetRocketTarget <targetnameRedirectInput/string>
EnableRocketBarrage
DisableRocketBarrage
ForceIncrementDamageEffectLevel <integerRedirectInput/integer>
BlindfireOn
BlindfireOff
OmniscientOn
OmniscientOff
BMBaseHelicopter
MoveTopSpeed
The helicopter will immediately move at top speed toward its current goal, or in its current orientation if it's on top of its goal.
MoveSpecifiedSpeed <floatRedirectInput/float>
The helicopter will immediately move at the specified speed (you provide this as parameter override in units per second) towards its current goal.
ChangePathCorner <targetnameRedirectInput/string>
Tell the helicopter to move to a path corner on a new path.
SelfDestruct
Self Destruct.
Activate
Activate. Use to wake up a helicopter that spawned with the 'Await Input' spawnflag on.
SetTrack <targetnameRedirectInput/string>
Set a track for the helicopter to adhere to. The helicopter will do nothing if it's on the same path, and will move to the closest point on the specified track if it's on a different path.
FlyToSpecificTrackViaPath <targetnameRedirectInput/string>
The helicopter will first fly to the closest point on the path if it's on a different path. Then it'll fly along the path to the specified track point.
FlyToPathTrack <targetnameRedirectInput/string>
The helicopter will fly to the given path_track.
StartPatrol
Start patrolling back and forth along the current track.
StopPatrol
Stop patrolling back and forth along the track. This will cause the helicopter to come to rest at the track which he's currently flying toward.
ChooseFarthestPathPoint
When tracking an enemy, choose the point on the path furthest from the enemy, but still in firing range.
ChooseNearestPathPoint
When tracking an enemy, choose the point on the path nearest from the enemy.
StartBreakableMovement
The helicopter is now allowed to disobey direct commands to go to particular points if it senses an enemy. It will move to the closest point (or farthest point, if ChooseFarthestPathPoint is used), on the path if it senses an enemy.
StopBreakableMovement
The helicopter can no longer disobey direct commands. It will continue to fly along it's patrol path or to it's specified target even if it senses an enemy.
EnableRotorSound
Starts the chopper's rotors making noise (normal behaviour)
DisableRotorSound
Stops the noise made by the rotors
EnableRotorWash
Makes the chopper exert a force on physics objects underneath its rotor, and produce a wind pattern on any water (normal behaviour)
DisableRotorWash
Turns off the forces and wind pattern
SetAngles  !FGD
InputStartLeading  !FGD
InputStopLeading  !FGD
BaseNPC inputs 

Outputs

OnWishToDie
m_OnBossStage0
m_OnBossStage1
m_OnBossStage2
m_OnBossStage3
BaseNPC Outputs
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*RedirectOutput/ehandle>
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*RedirectOutput/ehandle>
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.

Also see: npc_osprey