npc_xort
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npc_xort
is a point entity available in Black Mesa. This is a vortigaunt entity with a little bit of additional functionality.
Similar entities: npc_alien_slave, npc_alien_slave_dummy
Console variables
Todo: add convars
Flags
Wait Till Seen : [1]
Gag : [2]
Fall to ground (unchecked means teleport to ground) : [4]
Efficient : [16]
Wait For Script : [128]
Long Visibility/Shoot : [256]
Fade Corpse : [512]
Template NPC : [2048]
Note:This flag is disabled in episodic for player companions, because the
StartScripting input does this.Don't drop weapons : [8192]
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Keyvalues
- PossesBreakCooldownOVerride (PossesBreakCooldownOVerride) <float>
- PlayTeleportAnimOnSpawn (bPlayTeleportAnimOnSpawn) <boolean>
- Play teleport animation when spawned.
- bDisableSpells (bDisableSpells) <boolean>
- Disable spells (ranged attacks), forcing Vortigaunt to only use melee attacks.
- CanUseFearNodes (CanUseFearNodes) <boolean>
- CanUseHealingNodes (CanUseHealingNodes) <boolean>
- HealNodesGroupName (HealNodesGroupName) <string>
- Node Group name to be used while searching for Heal nodes
- FearNodesGroupName (FearNodesGroupName) <string>
- Node Group name to be used while searching for fear nodes
- AlertCallRadius (m_fAlertCallRadius) <choices>
- -1:ConvarValue 0:Disabled 1:Enabled
- AlertCallEveryone (m_nAlertCallEveryone) <choices>
- -1:ConvarValue 0:Disabled 1:Enabled
- DamageCallRadius (m_fDamageCallRadius) <choices>
- -1:ConvarValue 0:Disabled 1:Enabled
- DamageCallAllXortsInARadiusEnabled (m_nDamageCallEveryone) <choices>
- -1:ConvarValue 0:Disabled 1:Enabled
- FearLevels (m_nFearLevel) <choices>
- -2: Brave To THE MAX
- -1: Brave Level 1
- 0: Normal
- 1: Afraid Level 1
- 2: Afraid To THE MAX
- Xort Internal State (XortState) <choices>
- 0: Neutral
- 1: Evil
- 2: Evil Possessed
CBaseCombatCharacter:
CAI_BaseNPC:
DamageFilter:
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Inputs
- XortChangeState <choices>
- Change xort State
- 1: Neutral
- 2: Evll
- 3: Evil Possessed
- XortEnableHealing
- XortDisableHealing
- StartScriptedFearSchedule <boolean>
- Activate scripted Fear behaviour. They will try to run to fear nodes. If that fails they will just try to run away or run to cover.
- InduceAfraidFromControllers
- InputAddFearPoints <integer>
- Add/Subtract Fear Points to change fear level
CAI_BaseNPC:
CBaseCombatCharacter:
DamageFilter: |
Outputs
- OnKilledByPlayer
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