npc_personality_core
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Note:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.
Bug:It seems that the animation inputs don't work, it's probably supposed to be controlled with choreography. [todo tested in ?]
npc_personality_core
is a point entity available in Portal 2.
Entity description
This entity is a Personality Core, found attached GlaDOS in the Portal series, such as Wheatley in Portal 2.
It is important to note, corrupted spheres do not relay their set dialogue just by skin choice. They must be triggered to play their scenes using VScripts or logic_choreographed_scenes.
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Keyvalues
- Alt Model Skin (ModelSkin) <choices>
- If using the 'alt' skin, this sets the eye color -- If not using the alt skin, (0 = broken) (1=normal)
- 0 : Blue Eye / Broken (Wheatley)
- 1 : Green Eye / Normal (Adventure Core)
- 2 : Red Eye / NA (Space Core)
- 3 : Purple Eye / NA (Fact Core)
- Use Alternate Skins (altmodel) <boolean>
- Use the model with corrupted skins, instead of the skins in the original model.
TalkNPC:
- Use Sentence (UseSentence) <string>
- Sentence spoken when the NPC gets +used by a player
- Un-Use Sentence (UnUseSentence) <string>
- Sentence spoken NPC gets used again
- Don't Use Speech Semaphore (DontUseSpeechSemaphore) <boolean>
- Friendly NPCs are not allowed to speak if another friendly NPC is speaking. In some cases, we don't want speaking NPCs to prevent other NPCs from speaking (for instance, if there is a friendly NPC speaking for a long time on a monitor). To make this NPC not prevent other NPCs from talking, make it not grab the semaphore when it speaks.
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
TalkNPC:
Inputs
- EnableMotion
- Enable physics motion/collision response.
- DisableMotion
- Disable physics motion/collision response.
- EnableFlashlight
- Enable the eye flashlight.
- DisableFlashlight
- Disable the eye flashlight.
- ForcePickup
- Force the player to pickup the sphere.
- EnablePickup
- Allow player pickup.
- DisablePickup
- Disable player pickup.
- PlayAttach
- Play the attach animation, used for syncing with the socket animation.
- PlayDetach
- Play the detach animation, used for syncing with the socket animation.
- PlayLock
- Play the lock animation, used for syncing with the socket animation.
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- SetIdleSequence <string>
- Set a sequence to use as an idle.
- ClearIdleSequence
- Return to the default idle animation.
- Explode
- Explode the sphere.
TalkNPC:
- SpeakResponseConcept <string> (in all games since
)
- Speak the specified response concept immediately.
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.
Outputs
- OnPlayerPickup
- Fired whenever the player picks up the core.
- OnPlayerDrop
- Fired whenever the player drops the core.