npc_combinegunship
is a point entity available in
Half-Life 2,
Half-Life 2: Episode One,
Half-Life 2: Episode Two, and
Half-Life 2: Deathmatch.
It is a flying Combine NPC with one main gun and the ability to track and shoot down RPG rockets.
Note:The gunship does not use info_node_air for navigation. It follows path_tracks exclusively! It does so quite intelligently though, so the result looks rather dynamic.
Dedicated Console Variables
Cvar/Command |
Parameters or default value |
Descriptor |
Effect |
sk_gunship_burst_size |
15 |
float
|
Fire off this many bullets in a burst. |
sk_gunship_burst_min |
800 |
float
|
Pathing avoid distance. |
sk_gunship_burst_dist |
768 |
float
|
The maximum distance from the enemy that the gunship will start stitching. |
sk_gunship_health_increments |
5 |
int
|
Number of times the gunship must be struck by explosive damage (multiplied for skill settings). |
g_debug_gunship |
0 |
choices
|
Debug type:
- 0: Disabled
- 1: Leading
- 2: Path
- 3: Stitching
|
sk_npc_dmg_gunship |
40 |
float
|
Used by ammotype "CombineCannon". |
sk_npc_dmg_gunship_to_plr |
3 |
float
|
Used by ammotype "CombineCannon". |
Keyvalues
BaseHelicopter:
- Initial Speed (InitialSpeed) <string>
- The speed that the entity should try to reach as soon as it spawns
- Target path_track (target) <targetname>
- The name of a path_track that this NPC will fly to after spawning.
Flags
- 1 : Wait Till Seen
- 2 : Gag (No IDLE sounds until angry)
- 4 : Fall to ground (unchecked means *teleport* to ground)
- 8 : Drop Healthkit
- 16 : Efficient - Don't acquire enemies or avoid obstacles
- 32 : No Rotorwash
- 64 : Await Input
- 128 : Wait For Script
- 256 : Long Visibility/Shoot
- 512 : Fade Corpse
- 1024 : Think outside PVS
- 2048 : Template NPC (used by npc_maker, will not spawn)
- 4096 : No ground attack
- 8192 : Use chopper model !FGD
Inputs
- OmniscientOn
- Gunship knows target's location even when target is out of sight or behind cover
- OmniscientOff
- Gunship relies on normal sight functions to locate target
- BlindfireOn
- Gunship will fire at an unseen target, attempting to punch through to them
- BlindfireOff
- Gunship only fires at visible target
- SetPenetrationDepth <float>
- Set penetration depth of bullets
- SetDockingBBox
- Shrink Bounding Box
- SetNormalBBox
- Set Bounding Box to normal size
- EnableGroundAttack
- Allow the gunship to use its ground attack
- DisableGroundAttack
- Don't allow the gunship to use its ground attack
- DoGroundAttack <string>
- Causes the gunship to execute its ground attack
BaseHelicopter
Expand
- 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 <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 <targetname>
- 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 <targetname>
- 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 <targetname>
- 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 <targetname>
- 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
- GunOn
- Allows the chopper to use its gun (normal behaviour)
- GunOff
- Prevents the chopper from using its gun
- MissileOn
- Starts the chopper firing rockets
Bug:Non-functional. [todo tested in ?]
- MissileOff
- Stops the chopper firing rockets
Bug:Non-functional. [todo tested in ?]
|
Outputs
- OnFireCannon
- Fired when the gunship fires a cannon round.
- OnFirstDamage
- Fired when the first damage is done to the gunship.
- OnSecondDamage
- Fired when the second damage is done to the gunship.
- OnThirdDamage
- Fired when the third damage is done to the gunship.
- OnFourthDamage
- Fired when the fourth damage is done to the gunship.
- OnCrashed
- Fired when gunship crashes.
BaseNPC Outputs
Expand
- 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>
- 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>
- 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.
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