npc_cranedriver

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Class hierarchy
CNPC_CraneDriver
CNPC_VehicleDriver
CAI_BaseNPC
CBaseCombatCharacter
CBaseFlex
CBaseAnimatingOverlay
CBaseAnimating
CBaseEntity
npc_cranedriver.cpp
Npc vehicledriver.png

npc_cranedriver is a model entity available in Half-Life 2 series Half-Life 2 series. The NPC used to drive cranes.

While not rendered in-game, the FGD specifies roller.mdl to visualize this entity in-editor.
Note.pngNote:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.

Keyvalues

Name (targetname) <string>[ Edit ]
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

Pause time before dropping a ForceDrop specified object (releasepause) <float>
Pause time before dropping a ForceDrop specified object.
Vehicle (vehicle) <targetname>
Vehicle to drive.

Flags

Start Inactive : [65536]

Inputs

ForcePickup <targetnameRedirectInput/string>
Force the driver to pickup the specified entity (by targetname).
ForceDrop <targetnameRedirectInput/string>
Force the driver to drop the currently held object at the specified entity's location.
StartFiring
Tell the driver to attack nearby enemies with the vehicle's weaponry (if any).
StopFiring
Tell the driver to stop attacking nearby enemies with the vehicle's weaponry.
GotoPathCorner <targetnameRedirectInput/string>
Tell the driver to go to a specific path corner and continue from there.

Outputs

OnPickedUpObject
!activator = picked up object
!caller = this entity
Fired when the ForcePickup specified object has been picked up.
OnDroppedObject
!activator = !caller = this entity
Fired when the ForceDrop specified object has been dropped.
OnPausingBeforeDrop
!activator = !caller = this entity
Fired at the start of the pause before dropping the ForceDrop specified object.
BaseNPC Outputs
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*RedirectOutput/ehandle>
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*RedirectOutput/ehandle>
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.