npc_spotlight

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npc_spotlight is a cut point entity available in Half-Life 2 Half-Life 2 before Source 2006 Source 2006.

Entity description

A spotlight that, if the target is in range, constantly aims at the target.

Note.pngNote:This entity is NOT used for the turrets before Nova Prospect, it is a normal point_spotlight parented to the gun!

Keyvalues

BaseNPC keyvalues

CBaseCombatCharacter:

Relationship (Relationship) <string> !FGD
<string|targetname or classname> <string|disposition> <int|rank>
Changes whether this entity likes or dislikes certain other things. Used like the ai_relationship entity, with this entity as the subject.
Values for disposition are:
  • D_HT: Hate
  • D_FR: Fear
  • D_LI: Like
  • D_NU: Neutral
Physics Impact Damage Scale (physdamagescale) <float>
Multiplier for damage amount when this entity is hit by a physics object. With a value of 0 the entity will take no damage from physics.

CAI_BaseNPC:

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.

DamageFilter:

Damage Filter (damagefilter) <targetname>
Name of the filter_damage_type entity that controls which entities can damage us.
Health ([todo internal name (i)]) <integer>
Amount of health the spotlight has.
YawRange ([todo internal name (i)]) <integer>
How far the spotlight can turn horizontally.
PitchMin ([todo internal name (i)]) <integer>
PitchMax ([todo internal name (i)]) <integer>
IdleSpeed ([todo internal name (i)]) <integer>
How fast the spotlight moves when idle.
AlertSpeed ([todo internal name (i)]) <integer>
How fast the spotlight moves when alert.
Spotlight Length ([todo internal name (i)]) <integer>
Length of the spotlight beam.
Spotlight Width ([todo internal name (i)]) <integer>
Width of the spotlight beam.

Flags

  • 1 : Start On
  • 2 : No Dynamic Light
  • 4 : Start rotation on
  • 8 : Reverse Direction
  • 16 : X Axis
  • 32 : Y Axis
  • 65536 : Start Track On
  • 131072 : Start Light On
  • 262144 : No Dynamic Light
  • 524288 : Never Move

Inputs

BaseNPC inputs 


LightOn
Turn the spotlight on.


LightOff
Turn the spotlight off.


TrackOn
Makes the spotlight follow the target(s).


TrackOff
Stops the spotlight from following the target(s).

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."
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>
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.


OnAlert
Fires when the spotlight alerted by sound.


DetectedEnemy <string>
Outputs enemy entity when spotlight finds and starts tracking enemy.


LostEnemy <string>
Outputs enemy entity when spotlight loses enemy that it's tracking, if enemy still exists.


SquadDetectedEnemy <string>
Outputs enemy entity when squad finds and starts tracking enemy.


SquadLostEnemy <string>
Outputs enemy entity when squad loses enemy that it's tracking, if entity still exists.


LightPosition <string>
Position of the end of the spotlight beam.