- 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.
- Tell the helicopter to move to a path corner on a new path.
- Self Destruct.
- Activate. Use to wake up a helicopter that spawned with the 'Await Input' spawnflag on.
- 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.
- 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.
- The helicopter will fly to the given
- Start patrolling back and forth along the current track.
- 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.
- When tracking an enemy, choose the point on the path furthest from the enemy, but still in firing range.
- When tracking an enemy, choose the point on the path nearest from the enemy.
- 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.
- 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.
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
- Set the NPC's health.
- Add to or remove from the NPC's health.
- HACK: Sets this NPC's body group (from 0 - n).
- Scales the damage taken when this character is hit by a physics object. 0 means this feature is disabled for backwards compatibility.
- Burst into flames.
- Ignite for the given number of seconds.
- Ignite with the given number of hitbox fires.
- Ignite with the given hitbox fire scale.
- Smash into pieces. If this is not possible, disappear.
- Remove itself and instantly become a ragdoll with zero force (just go limp). OnDeath, etc. Outputs will NOT be fired.
- 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 NPC's idle speech, and so on.
- Start an assault at the given rally point.
- Change the name of this NPC's squad. Leaving the parameter blank will remove the NPC from any existing squad.
- Wakes up the NPC if it is sleeping.
- Clears out the NPC's knowledge of a named entity.
- Gagged NPCs won't speak (or moan, caw, etc.) unless made to be a choreographed scene.
- Ignore danger sounds for the specified number of seconds.
- Force the NPC to holster or unholster their weapon. Ignored if the NPC is scripting or if the NPC doesn't use weapons.
- Same as
HolsterWeapon, except the weapon is destroyed once it has been concealed.
ForceInteractionWithNPC <string> <string>
- Force the NPC to use a dynamic interaction with another NPC. Syntax is
<targetname> <dynamic interaction>
- Update (or create) this NPC's memory of of the given entity.
- Sets the maximum look distance for the NPC. Defaults are 2048 and 6000 for long range NPCs.
- Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its Render Mode (rendermode) set to a number other than
- Sets an RGB color for the entity.
- Removes this entity from the world.
- Removes this entity and its children from the world. Note: Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than
- Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
- Fire the
OnUseroutputs; see User Inputs and Outputs.
- Same as a player invoking +use; may not do anything depending on the entity. Can also be invoked by firing an output that does not specify an input.
- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
- Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console. Bug: In , the code is executed in the script scope of the entity that fires the output, not the one receiving the input.Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
- Execute a VScript function in the scope of the receiving entity.
- Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
- Set this entity's angles.