npc_civilian

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List of SE1 entities
SE1 Npc Civilian.png

npc_civilian is a model entity available in SiN Episodes SiN Episodes. It is a neutral human NPC in the game. Similar to the npc_citizen from Half-Life 2. For story related characters it is better to use npc_generic_actor instead.

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

Entity description

Neutral NPC that can use Actbusy, patrol and get scared from the gun fire. Like npc_generic_actor, it does not have it's own voice lines, but the game searches for the male npc_citizen pain voice lines from Half-Life 2. Always shown as models/characters/DockWorkers/dockworker01.mdl in the editor, but actually doesn't have a default model set for it.

Keyvalues

Name (targetname) <string>
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also: Generic Keyvalues, Inputs and Outputs available to all entities
Pitch Yaw Roll (Y Z X) (angles) <QAngle>
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.
voice group name (voicegroupname) <choices>
Which voice the NPC should use to speak his sentences. (Does not work):
  • : None
  • _A: A
  • _B: B
  • _C: C
  • _D: D
  • _ELITE: Elite
Invulnerable (invulnerable) <integer>
Invulnerable or not.
World Model (model) <model path>
Empty by default, recommended to use Dock Worker, Bum and Casual human models.
Skin (skin) <integer>
Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin instead of the default.
Heads (heads) <integer>
Some models have different heads. Set this to a number other than 0 to use that head instead of the default or -1 for a random head. (Does not work)
Expression Type (expressiontype) <choices>
Ambient facial animation:
  • 0: Random
  • 1: Scared
  • 2: Normal
  • 3: Angry
Facial Expression Override (expressiontype) <string>
Facial expression override
Fire output when Nav is blocked? (notifynavfailblocked) <choices>
Options:
  • 0: No
  • 1: Yes
Ignore Player Push (IgnorePush) <float>
Should I ignore the player pushing me?
Enable Patrolling (ShouldPatrol) <integer>
Should I patrol when idle?

Outputs

OnPlayerUse
Fires when a player +uses the civilian

Inputs

IgnorePlayerPush
Toggles whether or not NPC will ignore the player pushing.
StartPatrolling
Enables patrolling when idle.
StopPatrolling
Disable patrolling when idle.

Flags

Don't use Speech Semaphore : [131072]
Use RenderBox in ActBusies : [1048576]
One hit kill : [2097152]