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npc_helicopter

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npc_helicopter is a point entity available in Half-Life 2 Half-Life 2, Half-Life 2: Episode One Half-Life 2: Episode One, Half-Life 2: Episode Two Half-Life 2: Episode Two, and Half-Life 2: Deathmatch Half-Life 2: Deathmatch.

Entity description

Combine helicopter.jpg

A Combine helicopter, (also called a "Hunter-Chopper") armed with a machine gun and capable of dropping mines. The mines are buoyant, and their timer only activates when they collide with the environment. Upon touching an NPC they detonate instantly. They can be dropped one at a time, or when triggered the helicopter can rush a target dropping a massive amount of mines.

This NPC only uses path_track for navigation: When the helicopter finds an enemy, it moves along a chain of path_tracks to the closest one to its target.

Related Entities:

Tip.pngTip:Use info_target_helicopter_crash entities to suggest spectacular crashing points for defeated helicopters.
PlacementTip.gifPlacement Tip:Hunter-Choppers are used mainly in the Half-Life 2 series as chase vehicles, hence the name.
PlacementTip.gifPlacement Tip:Helicopter battles require the player to be very mobile, and have some cover available to them. Just one can present a great challenge, so like striders use them sparingly.
Note.pngNote:Some keyvalues, flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.

Dedicated Console Variables


Dedicated Console Variables:
sk_helicopter_health <int>
Helicopter Spawn Health (Default: 5600).
sk_helicopter_firingcone <float>
The angle in degrees of the cone in which the shots will be fired.
sk_helicopter_burstcount <int>
How many shot bursts to fire after charging up. Bigger number = longer firing.
sk_helicopter_roundsperburst <int>
How many shots to fire in a single burst.
sk_helicopter_grenadedamage <float>
The amount of damage the helicopter grenade deals.
sk_helicopter_grenaderadius <float>
The damage radius of the helicopter grenade.
sk_helicopter_grenadeforce <float>
The physics force that the helicopter grenade exerts.
sk_npc_dmg_helicopter_to_plr <float>
Damage helicopter shots deal to the player.
Used in ammotype "HelicopterGun".
sk_npc_dmg_helicopter <float>
Damage helicopter shots deal to everything but the player.
Used in ammotype "HelicopterGun".
sk_helicopter_drone_speed <float>
How fast does the zapper drone move?
g_helicopter_chargetime <float>
How much time we have to wait (on average) between the time we start hearing the charging sound + the chopper fires.
g_helicopter_bullrush_distance <float>
Blank image.pngTodo: Add a description for this variable.
g_helicopter_bullrush_bomb_enemy_distance <float>
Blank image.pngTodo: Add a description for this variable.
g_helicopter_bullrush_bomb_time <float>
Blank image.pngTodo: Add a description for this variable.
g_helicopter_idletime <float>
Blank image.pngTodo: Add a description for this variable.
g_helicopter_maxfiringdist <float>
Blank image.pngTodo: Add a description for this variable.
g_helicopter_bullrush_bomb_speed <float>
Blank image.pngTodo: Add a description for this variable.
g_helicopter_bullrush_shoot_height <float>
Blank image.pngTodo: Add a description for this variable.
g_helicopter_bullrush_mega_bomb_health <float>
Blank image.pngTodo: Add a description for this variable.

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.
BaseNPC keyvalues
Relationship (???) <string> !FGD
Changes whether this NPC likes or dislikes certain others. Used like the ai_relationship entity, with this NPC as the subject. Format: <string|targetname or classname> <string|disposition> <int|rank>.
Values for disposition are:
  • D_HT: Hate
  • D_FR: Fear
  • D_LI: Like
  • D_NU: Neutral
Target Path Corner (target) <targetname>
The path_corner that this NPC will move to after spawning.
Squad Name (squadname) <string>
NPCs that are in the same squad (i.e., have matching squad names) will share information about enemies and will take turns attacking and covering each other.
Hint Group (hintgroup) <string>
Hint groups are used by NPCs to restrict their hint-node searching to a subset of the map's hint nodes. Only hint nodes with matching hint group names will be considered by this NPC.
Hint Limit Nav (hintlimiting) <boolean>
Limits NPC to using specified hint group for navigation requests. Does not limit local navigation.
Sleep State (sleepstate) <choices>
Holds the NPC in stasis until specified condition. See also Wake Radius and Wake Squad.
  • 0: None
  • 1: Waiting for threat
  • 2: Waiting for PVS
  • 3: Waiting for input, ignore PVS
  • 4: Auto PVS
  • 5: Auto PVS after PVS
Wake Radius (wakeradius) <float>
Auto-wake if player comes within this distance.
Wake Squad (wakesquad) <boolean>
Wake all of the NPCs squadmates if the NPC is woken.
Enemy Filter (enemyfilter) <targetname>
Filter entity to test targets against.
Ignore unseen enemies (ignoreunseenenemies) <boolean>
Prefers visible enemies, regardless of distance or relationship priority.
Physics Impact Damage Scale (physdamagescale) <float>
Scales damage energy when this character is hit by a physics object. With a value of 0 the NPC will take no damage from physics.

DamageFilter:

Damage Filter (damagefilter) <targetname>
Name of the filter_damage_type entity that controls which entities can damage us.
InitialSpeed (???) <float>
GracePeriod (???) <float>
Time in seconds the helicopter has to see the player before he starts shooting.
PatrolSpeed (???) <float>
Speed at which the helicopter moves if he has no enemy.

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 : Do Alternate collision for this NPC (player avoidance)
  • 8192 : Don't drop weapons
  • 65536 : Loud rotor wash sound
  • 131072 : Electrical drone
  • 262144 : Helicopter lights
  • 524288 : Ignore avoid spheres+boxes
  • 1048576 : More aggressive attacks

Inputs


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.pngWarning: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.
BaseNPC inputs
AddHealth <integer> Template:EP2 add
RemoveHealth <integer> (in all games since Half-Life 2: Episode Two)
Add to or remove from the NPC's health.
SetHealth <integer>
Set the NPC's health.
Break
Smash into pieces. If this is not possible, disappear.
BecomeRagdoll  (in all games since Half-Life 2: Episode Two)
Remove itself and instantly become a ragdoll with zero force (just go limp). OnDeath, etc. outputs will NOT be fired.
ForceInteractionWithNPC <string> <string>  Template:EP1 add
Force the NPC to use a dynamic interaction with another NPC. Syntax is <targetname> <dynamic interaction>.
ForgetEntity <targetname>
Clears out the NPC's knowledge of a named entity.
UpdateEnemyMemory  (in all games since Half-Life 2: Episode One)
Update (or create) this NPC's memory of of the given entity.
GagEnable
GagDisable
Gagged NPCs won't speak (or moan, caw, etc.) unless made to be a choreographed scene.
HolsterWeapon  (in all games since Half-Life 2: Episode One)
UnholsterWeapon  (in all games since Half-Life 2: Episode One)
Force the NPC to holster or unholster their weapon. Ignored if the NPC is scripting or if the NPC doesn't use weapons.
HolsterAndDestroyWeapon  (in all games since Half-Life 2: Episode One)
Same as HolsterWeapon, except the weapon is destroyed once it has been concealed.
IgnoreDangerSounds <float>
Ignore danger sounds for the specified number of seconds.
physdamagescale <float>
Scales the damage taken when this character is hit by a physics object. 0 means this feature is disabled for backwards compatibility.
SetBodyGroup <integer>
HACK: Sets this NPC's body group (from 0–n).
SetMaxLookDistance <float> (only in Garry's Mod)
Sets the maximum look distance for the NPC. Defaults are 2048 and 6000 for long range NPCs.
SetRelationship <string|targetname or classname> <string|disposition> <int|rank>
Changes whether this NPC likes or dislikes certain others. Used like the ai_relationship entity, with this NPC as the subject.
Values for disposition are:
  • D_HT: Hate
  • D_FR: Fear
  • D_LI: Like
  • D_NU: Neutral
SetSquad <string>
Change the name of this NPC's squad. Leaving the parameter blank will remove the NPC from any existing squad.
StartScripting
StopScripting
Enter/exit scripting state, where NPCs ignore a variety of stimulus that would make them break out of their scripts. They ignore danger sounds, ignore +Use, don't idle speak or respond to other NPCs' idle speech, and so on.
Wake
Wakes up the NPC if it is sleeping.

DamageFilter:

SetDamageFilter <string>
Sets the entity to use as damage filter. Pass in an empty string (no parameter) to clear the damage filter.
GunOn
Allows the chopper to use its gun (normal behaviour)


GunOff
Prevents the chopper from using its gun


MissileOn
Starts the chopper firing rockets
Icon-Bug.pngBug:Non-functional.


MissileOff
Stops the chopper firing rockets
Icon-Bug.pngBug:Non-functional.


EnableRotorWash
Makes the chopper exert a force on physics objects underneath its rotor, and produce a wind pattern on any water (normal behaviour)


DisableRotorWash
Turns off the forces and wind pattern


EnableRotorSound
Starts the chopper's rotors making noise (normal behaviour)


DisableRotorSound
Stops the noise made by the rotors


StartBombingVehicle
Starts the chopper leading enemy vehicles and dropping bombs on them.


StartTrailingVehicle
Starts the chopper trailing enemy vehicles and shooting at them.


StartDefaultBehavior
Starts the chopper in the mode where he always stops at nav points instead of stopping anywhere in between nav points.


StartAlwaysLeadingVehicle
Starts the chopper *always* leading enemy vehicles (regardless of how they are moving w/respect to the path) and dropping bombs on them. This mode is different from StartBombingVehicle in that it never uses the machine gun.


StartSprinkleBehavior
Starts the chopper dropping bombs randomly + shooting at the player.


StartBullrushBehavior
Starts the chopper bullrushing the player.


SetHealthFraction <float>
Sets the chopper health as a percentage of max health.


EnableDeadlyShooting
Starts the chopper being deadly to on-foot players.


DisableDeadlyShooting
Stops the chopper being deadly to on-foot players.


StartNormalShooting
The chopper will fire in short bursts. Good for on-foot experiences.


StartLongCycleShooting
The chopper fires in long bursts.


StartContinuousShooting
The chopper fires continuously.


ResetIdleTime
Allows the helicopter to fire immediately if he's not in the middle of charging or firing.


SetAngles <angles>
Instantly snaps the orientation of the helicopter.


DropBomb
Immediately drops a bomb based on normal bomb dropping rules.


DropBombStraightDown
Immediately drops a bomb directly downwards.


DropBombAtTarget <targetname>
Immediately drops a bomb directly at the target destination, but only if the player isn't right there.


DropBombAtTargetAlways <targetname>
Immediately drops a bomb directly at the target destination, no matter whether it's fair or not.


DropBombDelay <float>
Add a delay before the next bomb is dropped.


BecomeIndestructible
Makes the helicopter take no more damage.


DisablePathVisibilityTests
When the helicopter moves, he will not check for visibility from the path_track to the enemy to cull out path_tracks.


EnablePathVisibilityTests
When the helicopter moves, he will only move to path_tracks that have line-of-sight to the enemy.

Outputs

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."
Blank image.pngTodo: 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>
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>
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.


OnHealthChanged <integer>
Fires when the helicopter health changes. The integer is the percentage of health the chopper has from 0-100.


OnShotDown
Fires when the helicopter is killed. When an info_target_helicopter_crash entity is present, this output should be used instead of OnDeath.