npc_druglab_grunt_scattergun

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List of SE1 entities
Npc Druglab Grunt Scattergun.png

npc_druglab_grunt_scattergun is a model entity available in SiN Episodes SiN Episodes. It is a NPC of a main human "soldier" enemy in the game. Equipped with a Scattergun and a special skin applied to it, showing it's rank.

Note.pngNote: Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.

Entity description

This NPC is always equipped with weapon_scattergun and can be replaced by The Dynamic Difficulty system.

This NPC has melee attacks, is able to throw grenades, use alt attacks, hit props, and can be knocked down on their knees for other Grunt NPCs to patch them up. Can spawn with a Helmet. Can be decapitated. This NPC can be found in the official campaign.

Keyvalues

Name (targetname) <string>
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
Pitch Yaw Roll (Y Z X) (angles) <QAngle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
voice group name (voicegroupname) <choices>
Which voice the NPC should use to speak his sentences. (Does not work):
  • : None
  • _A: A
  • _B: B
  • _C: C
  • _D: D
  • _ELITE: Elite
Invulnerable (invulnerable) <integer>
Invulnerable or not.
Target Vehicle (vehicle) <targetname>
If set, the name of the vehicle which this NPC will use for vehicle inputs/outputs.
Target Vehicle Path Corner (vehiclepathcorner) <targetname>
If set, the name of the path corner for this NPC to use when driving their target vehicle.
Driver Maxspeed (drivermaxspeed) <float>
Percentage of vehicle's maxspeed. Only used for driving.
Driver MinSpeed (driverminspeed) <float>
Percentage of vehicle's minspeed. Only used for driving.
Waiting to Rappel? (waitingtorappel) <choices>
If yes, this NPC spawns suspended in air and awaits a BeginRappel input. It will then spawn a zipline and slide down. When it hits the ground, NPC will cut away the line and try to move forward a few feet to make room for the next NPC. The NPC will not attempt to clear its landing space if it cannot do so by taking a few steps forward:
  • 0: No
  • 1: Yes
Number of Grenades (NumGrenades) <choices>
Amount of weapon_grenade the NPC will have on spawn:
  • 0: None
  • 1: 1
  • 2: 2
  • 3: 3
  • 4: 4
  • 5: 5
  • 999999: Unlimited
Grenade toss height (GrenadeHeight) <float>
If grunt has more vertical distance than this from the player, become grenade happy.
Weapons (additionalequipment) <choices>
Only weapon_scattergun is available for this entity:
  • weapon_scattergun: Scattergun

Outputs

RappelNPC:
OnRappelTouchdown
Fires when done rappelling.
BaseNPC Outputs
OnDamaged
!activator = damage inflictor.
!caller = this entity
Fired when this NPC takes damage
OnDamagedByPlayer
!activator = attacker or vehicle driver [if friendly fire].
!caller = this entity
Fired when this NPC is hurt by a player
OnDamagedByPlayerSquad
!activator = attacker or vehicle driver [if friendly fire].
!caller = this entity
Fired when this NPC is hurt by a player OR by one of the player's squadmates
OnDeath
!activator = killer.
!caller = this entity
Fired when this NPC is killed
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.
OnEnterVehicleAsDriver
Fired when NPC enters a vehicle as a driver.
OnEnterVehicleAsPassenger
Fired when NPC enters a vehicle as a passenger.

Inputs

Assault <targetnameRedirectInput/string>
Starts an assault at the specified rally point.
SetTargetVehicle
Change the target vehicle of this NPC.
EnterVehicle
Tell this NPC to run and get in a role in their target vehicle.
EnterVehicleForce
Force this NPC to get in a role in their target vehicle.
ExitVehicle
Tell this NPC to get out of their target vehicle.
DriverSetTargetPathCorner
Set the path corner the driver will use for pathing.
DriverSetMaxSpeed
Set the Maxspeed (percentage of vehicle's maxspeed) (only used if NPC is in driver role).
DriverSetMinSpeed
Set the Minspeed (percentage of vehicle's maxspeed) (only used if NPC is in driver role).
DriverStartDriving
Tell the driver to start driving (must be in driver role of vehicle).
DriverStopDriving
Tell the driver to stop driving (must be in driver role of vehicle).
DriverGotoPathCorner
Tell the driver to go to a specific path corner and continue from there (must be in driver role of vehicle).
DriverStartBoost
Tell the driver to apply his boost (must be in driver role of vehicle).
DriverStopBoost
Tell the driver to stop applying his boost (must be in driver role of vehicle).
DriverLock
Disables the drivers ability to turn and brake.
DriverUnlock
Enables the drivers ability to turn and brake.

Flags

Start LookOff : [65536]
Start sitting : [131072]
Can trigger DNA scanner : [262144]
One hit kill : [524288]
Don't drop secondary ammo : [1048576]
Don't secondary fire : [1048576]