npc_launcher
Jump to navigation
Jump to search
npc_launcher
is a point entity available in Half-Life 2,
Half-Life 2: Episode One,
Half-Life 2: Episode Two, and
Half-Life 2: Deathmatch.
Entity description
Can fire rocket-propelled grenades or other missiles with many property customizations. The missiles can be made to home on a target or follow a path. It is used in d3_c17_06b when rockets break up a wood bridge. Also used in d1_eli_02 to simulate the Combine APC rockets when the base is getting attacked.
Keyvalues
- Start On (StartOn) <boolean>
- Will the launcher be active at spawn?
- Missile Model (MissileModel) <model path>
- The model for the fired missile
- Launch Sound (LaunchSound) <string>
- Sound when the missile launches
- Fly Sound (FlySound) <string>
- The sound the missile makes in air
- Smoke Trail (SmokeTrail) <choices>
- What trail the missile leaves behind
- 0: Off
- 1: On
- 2: On Homing
- Launch Smoke (LaunchSmoke) <boolean>
- Is there smoke on launch?
- Launch Delay (LaunchDelay) <integer>
- When ON, how long to wait between each launch
- Launch Speed (LaunchSpeed) <string>
- Initial launch speed of missile (in up direction)
- Path Corner Name (PathCornerName) <string>
- Name of a path corner. If set launches a pathfollowing missing, rather than a homing missile
- Homing Speed (HomingSpeed) <string>
- Speed to reach when homing
- Homing Strength (HomingStrength) <integer>
- How strong in homing effect (0-100)
- Homing Delay (HomingDelay) <string>
- Number of seconds to delay before homing starts
- Homing Ramp Up (HomingRampUp) <string>
- Number of seconds it takes to reach full homing strength after homing delay
- Homing Duration (HomingDuration) <string>
- Number of seconds the homing effect lasts
- Homing Ramp Down (HomingRampDown) <string>
- Number of seconds it takes homing effect to decay after homing duration
- Gravity (Gravity) <string>
- Min Range (MinRange) <integer>
- Minimun distance a target can be to be attacked
- MaxRange (MaxRange) <integer>
- Maximum distance a target can be to be attacked
- Spin Magnitude (SpinMagnitude) <string>
- Strength of spin in missile trajectory
- Spin Speed (SpinSpeed) <string>
- How fast does the spin rotate through 360
- Damage (Damage) <string>
- How much damage does each missile do
- DamageRadius (DamageRadius) <string>
- How far away from impact does the missle do damage
Parentname:
- Parent (parentname) <targetname>
- Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
Flags
ExpandBaseNPC flags
- 65536 : Check LOS
Inputs
ExpandBaseNPC inputs
Parentname:
- SetParent <string>
- Move with this entity. See Entity Hierarchy (parenting).
- SetParentAttachment <string>
- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
- SetParentAttachmentMaintainOffset <string>
- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
- ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
- TurnOn
- Turn on Launcher
- TurnOff
- Turn off Launcher
- LOSCheckOn
- Start checking line of sight before firing
- LOSCheckOff
- Stop checking line of sight before firing
- SetEnemyEntity
- Set entity I should attack. Ignores visibility. (output from other entity only)
- ClearEnemyEntity
- Clear set enemy enemy
- FireOnce
- Fire Once (if have enemy)
Outputs
- OnLaunch
- Fires when missile is launched. (!activator is the enemy launched at)
Notes
The default values of the MissileModel
and FlySound
properties point to resources that do not exist. Appropriate values would be models/Weapons/W_missile.mdl
and weapons/rpg/rocket1.wav
, respectively.