npc_combinegunship
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.
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.
Note:Some keyvalues, flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.
Tip:Use info_target_gunshipcrash entities to suggest spectacular crashing points for defeated gunships.
Tip:npc_heli_avoidsphere works with this npc
Dedicated Console Variables
- sk_gunship_burst_size <int>
- Fire off this many bullets in a burst.
- sk_gunship_burst_min <float>
- Pathing avoid distance.
- sk_gunship_burst_dist <float>
- The maximum distance from the enemy that the gunship will start stitching.
- sk_gunship_health_increments <int>
- Number of times the gunship must be struck by explosive damage (multiplied for skill settings).
- g_debug_gunship <choices>
- Debug type:
- 0: Disabled
- 1: Leading
- 2: Path
- 3: Stitching
- sk_npc_dmg_gunship <float>
- Used by ammotype "CombineCannon".
- sk_npc_dmg_gunship_to_plr <float>
- Used by ammotype "CombineCannon".
Keyvalues
BaseHelicopter:
- Initial Speed
<string>
- The speed that the entity should try to reach as soon as it spawns.
- Target path_track
<targetname>
- The name of a path_track that this NPC will fly to after spawning.
DamageFilter:
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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
BecomeInvulnerable
- Stops the gunship from taking damage, but still makes sounds effects
BecomeVulnerable
- Makes the gunship act normally to damage
EnableRotorSound
DisableRotorSound
BaseHelicopter:
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.
ChangePathCorner
<targetname>- Tell the helicopter to move to a path corner on a new path.
SelfDestruct
- Self Destruct.
Warning:Using this input on a npc_helicopter that's waiting for Activate input causes game to crash!
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.
DamageFilter: |
Outputs
OnFireCannon
- Fires 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.
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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
- Template:IO Since template used
- Flying NPCs
- Half-Life 2 NPCs