npc_druglab_grunt_jetpack

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List of SE1 entities
Npc Druglab Grunt Jetpack.png

npc_druglab_grunt_jetpack is a model entity available in SiN Episodes SiN Episodes. It is a flying version of npc_druglab_grunt_assault_rifle. Equipped with a Jetpack.

Entity description

This NPC is always equipped with weapon_assault_rifle and can be shot down by shooting at the enemy itself or its Jetpack.

This NPC can spawn with a Helmet and 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.
Keepback distance (KeepBackDistance) <float>
Distance to keep away from player.
Maximum Fire Range (MaxFireRange) <float>
Weapons (additionalequipment) <choices>
Only weapon_assault_rifle is available for this entity:
  • weapon_assault_rifle: Assault Rifle

Outputs

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.

Inputs

ChangePathTrack
Tell the jetpack to move to a new path.
EnableRelativePathnode
Enable relative pathnode follow.
DisableRelativePathnode
Disable relative pathnode follow.
ActivateJets
Turn on the jetpack jets if they're not already on.
DeactivateJets
Turn off the jetpack jets if they're not already off.
EnableForcePath
Force this NPC to strictly follow the path from one node to the next.
DisableForcePath
Disable forced pathnode following. Will still be bound to the track.

Flags

Start LookOff : [65536]
Start sitting : [131072]
Can trigger DNA scanner : [262144]
One hit kill : [524288]
Relative pathnode follow : [2097152]
Ignore LoS when on relative pathnode follow : [4194304]
Double speed : [8388608]