npc_barney
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npc_barney
is a point entity available in Half-Life 2, Half-Life 2: Episode One, Half-Life 2: Episode Two, and Half-Life 2: Deathmatch.
Barney Calhoun, a former security guard at Black Mesa. He owes Gordon a beer.
Note:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.
Dedicated Console Variables
- sk_barney_health <integer>
- Barney's spawn health.
Keyvalues
TalkNPC:
- Use Sentence (UseSentence) <string>
- Sentence spoken when the NPC gets +used by a player
- Un-Use Sentence (UnUseSentence) <string>
- Sentence spoken NPC gets used again
- Don't Use Speech Semaphore (DontUseSpeechSemaphore) <boolean>
- Friendly NPCs are not allowed to speak if another friendly NPC is speaking. In some cases, we don't want speaking NPCs to prevent other NPCs from speaking (for instance, if there is a friendly NPC speaking for a long time on a monitor). To make this NPC not prevent other NPCs from talking, make it not grab the semaphore when it speaks.
CBaseCombatCharacter:
CAI_BaseNPC:
DamageFilter:
|
PlayerCompanion:
- Always transition (AlwaysTransition) <boolean> (in all games since )
- This NPC will always teleport to a Player Squad Transition Point if they're not within the trigger_transition.
- Prevent picking up weapons? (DontPickupWeapons) <boolean> (in all games since )
- This NPC will NOT be allowed to pick up weapons they find on the ground.
- Is this a vital ally? (GameEndAlly) <boolean> (in all games since )
- This NPC will cause the game to end if killed.
- Weapons ([todo internal name (i)]) <choices>
- Allows any weapon.
- Pick one that is made to function for NPCs
Literal Value Description weapon_pistol Pistol weapon_smg1 SMG1 weapon_stunstick Stun Stick weapon_ar2 AR2 0 Nothing
Flags
Wait Till Seen : [1]
Gag : [2]
Fall to ground (unchecked means teleport to ground) : [4]
Efficient : [16]
Wait For Script : [128]
Long Visibility/Shoot : [256]
Fade Corpse : [512]
Template NPC : [2048]
Note:This flag is disabled in episodic for player companions, because the
StartScripting input does this.Don't drop weapons : [8192]
|
Inputs
TalkNPC:
- SpeakResponseConcept <string> (in all games since )
- Speak the specified response concept immediately.
CAI_BaseNPC:
CBaseCombatCharacter:
DamageFilter: |
PlayerCompanion:
- OutsideTransition (in all games since )
- Use this input to teleport the NPC to a hint node with the "Player Squad Transition Point" hint type.
- DisableAlwaysTransition (in all games since )
- If enabled, this NPC will always teleport to a Player Squad Transition Point even if they're not within the trigger_transition.
- MakeRegularAlly (in all games since )
- Determines whether the game should end if this character dies.
- GiveWeapon <classname> (in all games since )
- Gives the NPC a weapon immediately.
- SetReadinessLow
- Set readiness to calmest state (Bored).
- SetReadinessMedium
- Set readiness to moderate (Alert).
- SetReadinessHigh
- Set readiness to highest (Combat imminent.)
- LockReadiness <float>
- SetExpressionOverride <string>
- Set facial expression override.
- SetReadinessPanic
- Set readiness to panic state (Special).
Outputs
|
PlayerCompanion:
- OnWeaponPickup
- Fires when this NPC picks a weapon off the ground or a gun rack.
- OnPlayerUse
- Fires when a player +USEs Barney.
Categories:
- TODO rewrite lang to LanguageBar
- Half-Life 2 entities
- Half-Life 2 point entities
- Half-Life 2: Episode One entities
- Half-Life 2: Episode One point entities
- Half-Life 2: Episode Two entities
- Half-Life 2: Episode Two point entities
- Half-Life 2: Deathmatch entities
- Half-Life 2: Deathmatch point entities
- NPC entities
- Half-Life 2 NPCs