npc_combine_camera
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Bug:The camera is coded to ignore NPCs that get into its inner radius, because that was how they behaved in the plaza at the start of HL2. This is easily fixed in mods though.
Bug:Triggering the deploy before the retract animation finished causes the camera pose to bug out and render the camera useless. It won't be able to do anything if that happens.
Note:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.
Bug:This was never actually coded, but can be easily added in mods. [todo tested in ?]
Warning:All health related outputs do not work. Those being "OnDamaged", "OnDamagedByPlayer", "OnDamagedByPlayerSquad", "OnHalfHealth", and "OnDeath".
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CNPC_CombineCamera |
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npc_combine_camera
is a model entity available in Half-Life 2 series.
A ceiling-mounted camera.
This is the more popular cousin of npc_turret_ceiling. A "glow" sprite, initially green, is attached to the rotating camera portion, and changes colors if it detects enemies within its radius. (specified below)
The model is equipped with a turret gun above the camera, but it never shoots.



Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Inner radius (innerradius) <integer>
- The camera will only lock onto enemies that are within the inner radius.
- Outer radius (outerradius) <integer>
- The camera will flash amber when enemies are within the outer radius, but outside the inner radius.
- Min req'd damage for hurting camera (minhealthdmg) <integer>
- Default target (defaulttarget) <targetname>
- The default target is the entity that the camera follows when it has no other target to track.

CBaseCombatCharacter:
CAI_BaseNPC:
DamageFilter:
|
Flags
- Wait Till Seen : [1]
- Gag (No IDLE sounds until angry) : [2]
- Fall to ground (unchecked means *teleport* to ground) : [4]
- Drop Healthkit : [8]
- Efficient - Don't acquire enemies or avoid obstacles : [16]
- Always Become Angry On New Enemy : [32]
- Ignore Enemies (Scripted Targets Only) : [64]
- Start Inactive : [128]
- Long Visibility/Shoot : [256]
- Fade Corpse : [512]
- Think outside PVS : [1024]
- Template NPC (will not spawn, used by npc_template_maker but not point_template) : [2048]
- Do Alternate collision for this NPC (player avoidance) : [4096]
- Don't drop weapons : [8192]
Inputs
- Disable
- Disables the camera. If open, the camera closes.
- Enable
- Enables the camera. If closed, the camera opens.
- Toggle
- Toggle - If open, close. If closed, open.
- SetAngry
- Causes the camera to become angry as if it has seen something to get angry about.
- SetIdle
- Causes the camera to calm down if it is angry.
BaseNPC inputs
CAI_BaseNPC:
- ActivateSpeedModifier !FGD
- DisableSpeedModifier !FGD
- Break
- Smash into pieces. If this is not possible, disappear.
- BecomeRagdoll (in all games since
)
- Remove itself and instantly become a ragdoll with zero force (just go limp). OnDeath, etc. outputs will NOT be fired.
- ForceInteractionWithNPC <string> <string> (in all games since
)
- Force the NPC to use a dynamic interaction with another NPC. Syntax is <targetname> <dynamic interaction>.
- ForgetEntity <targetname >
- Clears out the NPC's knowledge of a named entity.
- UpdateEnemyMemory (in all games since
)
- Update (or create) this NPC's memory of of the given entity.
- GagEnable
- GagDisable
- Gagged NPCs won't speak (or moan, caw, etc.) unless made to be a choreographed scene.
- HolsterWeapon (in all games since
)
- UnholsterWeapon (in all games since
)
- Force the NPC to holster or unholster their weapon. Ignored if the NPC is scripting or if the NPC doesn't use weapons.
- HolsterAndDestroyWeapon (in all games since
)
- Same as
HolsterWeapon
, except the weapon is destroyed once it has been concealed.
- IgnoreDangerSounds <float >
- Ignore danger sounds for the specified number of seconds.
- InsideTransition !FGD
- OutsideTransition !FGD
- SetBodyGroup <integer >
- HACK: Sets this NPC's body group (from 0–n).
- SetEnemyFilter <string >
- SetHealth <integer >
- Set the NPC's health.
- SetMaxLookDistance <float > (only in
)
- Sets the maximum look distance for the NPC. Defaults are 2048 and 6000 for long range NPCs.
- SetRelationship <string|targetname or classname> <string|disposition> <int|rank>
- Changes whether this NPC likes or dislikes certain others. Used like the ai_relationship entity, with this NPC as the subject.
- Values for
disposition
are:D_HT
: HateD_FR
: FearD_LI
: LikeD_NU
: Neutral
- SetSquad <string >
- Change the name of this NPC's squad. Leaving the parameter blank will remove the NPC from any existing squad.
- StartScripting
- StopScripting
- Enter/exit scripting state, where NPCs ignore a variety of stimulus that would make them break out of their scripts. They ignore danger sounds, ignore +Use, don't idle speak or respond to other NPCs' idle speech, and so on.
- Wake
- Wakes up the NPC if it is sleeping.
CBaseCombatCharacter:
- KilledNPC !FGD
- Tells the entity it killed something. Despite the name, this can include a player. This input will be automatically sent by the victim when they die.
- physdamagescale <float >
- Scales damage energy when this character is hit by a physics object. With a value of 0 the NPC will take no damage from physics.
DamageFilter:
Outputs
- OnFoundPlayer <targetname >
- Fired when the player is spotted within the inner radius.
- OnFoundEnemy <targetname >
- Fired when a non-player enemy is spotted within the inner radius.
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