npc_dog
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Warning:If Dog has an active follow behavior (the only extra behavior he's capable of), he will prioritize it, and will not be able to use his fetching behavior. Turning it off (with
Note:The convar
Note:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.
Note:If blank, or points to an missing entity, Dog will default to the player.
Note:Bone followers mean that individual parts of Dog's skeleton (specifically, his head and pelvis) have their own physics shadows, i. e. more detailed physics.
It improves his collision at the cost of consuming an edict per follower.
Turning them off frees up an edict and makes him less prone to knocking stuff over, which may be desirable during scripted events.
npc_dog
is a point entity available in Half-Life 2,
Half-Life 2: Episode One,
Half-Life 2: Episode Two, and
Half-Life 2: Deathmatch.
Dog is one of the main characters introduced in Half-Life 2. Dog can play fetch and pick up things.
Dog does not have any battle AI, and therefore will simply run away when faced with enemies. All of Dog's battle scenes in Half-Life 2 were scripted.
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deactivate
input) allows him to play fetch.
dog_max_wait_time
controls for how long he waits after throwing an object before giving up and searching for another, if it's not thrown back at him. The default is 7 seconds.
Scripting Dog for playing fetch
Main article: Playing fetch with Dog
Keyvalues
Flags
Inputs
- SetPickupTarget <targetname>
- Sets the target entity for Dog to pickup.
- SetThrowTarget <targetname>
- Set Dog's throw target (pass in !player if you want the player).
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- StartCatchThrowBehavior <targetname>
- Tells Dog to start playing with the player. You can pass the name of the object you want him to play with, otherwise he'll just use the closest phys_object.
- StopCatchThrowBehavior <targetname>
- Stop the catch and throw behavior.
- StartWaitAndCatch
- Tells Dog to wait for the player to throw an object at him.
- This input should be used if you want Dog to wait for a specific prop indefinitely, not giving up after dog_max_wait_time has passed.
- StopWaitAndCatch
- Tells Dog to stop waiting for the player.
- PlayerPickupObject
- Tells Dog the physgun just picked up an object.
- If Dog was previously told to
StartWaitAndCatch
, and a prop sends this input to Dog (most likely by using OnPhysGunPickUp on it), it'll override his target prop, and make him now do 'wait-and-catch' with that new prop.
- SetThrowArcModifier <float>
- Used to pass in a modifier for Dog's object flight arc.
- It is the scale factor indicating the maximum ratio of height to total throw distance. Values close to 0 (but above it) make for flatter trajectories; 0.01 for effectively completely flat.
- Values above 1 make for increasingly tall projectories. 0 and below also seem to do that. -1 means no height maximum.
- TurnBoneFollowersOff
- Turn Dog's bone followers off.
- TurnBoneFollowersOn
- Turn Dog's bone followers on.
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It improves his collision at the cost of consuming an edict per follower.
Turning them off frees up an edict and makes him less prone to knocking stuff over, which may be desirable during scripted events.
Outputs
- OnDogThrow
- Fires when Dog throws an object.
- OnDogPickup
- Fires when Dog picks up an object.
- OnDogCatch
- Fires when Dog catches an object.
See also
- Dog - for overall character information.
Categories:
- Half-Life 2
- Half-Life 2: Episode One
- Half-Life 2: Episode Two
- 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
- NPC entities