npc_civilian
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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.
npc_civilian is a model entity available in
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.
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.
parentnameortarget).
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: Random1: Scared2: Normal3: Angry
- Facial Expression Override (expressiontype) <string>
- Facial expression override
- 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]