Template:I BaseNPC:ru

This template needs translations.
This template does not contain translations for the most popular languages.
If you are fluent in one of these languages, please help out by translating the text inside this template. This can be done by using the
{{Autolang}}
template where appropriate.
BaseNPC:
AddHealth
<целое значение>
(Во всех играх начиная с)
RemoveHealth
<целое значение>
(Во всех играх начиная с)
- Add to or remove from the NPC's health.
SetHealth
<целое значение>
- Set the NPC's health.
Break
- Smash into pieces. If this is not possible, disappear.
BecomeRagdoll
(Во всех играх начиная с)
- Remove itself and instantly become a ragdoll with zero force (just go limp). OnDeath, etc. outputs will NOT be fired.
ForceInteractionWithNPC <строка> <строка>
(Во всех играх начиная с)
- Force the NPC to use a dynamic interaction with another NPC. Syntax is <targetname> <dynamic interaction>.
ForgetEntity
<конечное имя>
- Clears out the NPC's knowledge of a named entity.
UpdateEnemyMemory
(Во всех играх начиная с)
- Update (or create) this NPC's memory of of the given entity.
GagEnable
GagDisable
- Gagged NPCs won't speak (or moan, caw, etc.) unless made to be a choreographed scene.
UnholsterWeapon
(Во всех играх начиная с)
- Force the NPC to holster or unholster their weapon. Ignored if the NPC is scripting or if the NPC doesn't use weapons.
HolsterAndDestroyWeapon
(Во всех играх начиная с)
- Same as HolsterWeapon, except the weapon is destroyed once it has been concealed.
IgnoreDangerSounds
<число с плавающей запятой>
- Ignore danger sounds for the specified number of seconds.
physdamagescale
<число с плавающей запятой>
- Scales the damage taken when this character is hit by a physics object. 0 means this feature is disabled for backwards compatibility.
SetBodyGroup
<целое значение>
- HACK: Sets this NPC's body group (from 0–n).
SetMaxLookDistance
<число с плавающей запятой>
(только в)
- Sets the maximum look distance for the NPC. Defaults are 2048 and 6000 for long range NPCs.
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
disposition
are:D_HT
: HateD_FR
: FearD_LI
: LikeD_NU
: Neutral
SetSquad
<строка>
- Change the name of this NPC's squad. Leaving the parameter blank will remove the NPC from any existing squad.
StartScripting
StopScripting
- 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 NPCs' idle speech, and so on.
Wake
- Wakes up the NPC if it is sleeping.
Base:
Kill
- Удаляет эту сущность и любые сущности, связанные с ней, из мира.
KillHierarchy
- Функционирует так же, как
Kill
, хотя этот объект и любые связанные с ним объекты уничтожаются в одном кадре..
SetParent
<строка>
- Двигаться с этой сущностью. Смотрите Иерархия энтитей.
SetParentAttachment
<строка>
- Измените эту сущность, чтобы присоединить ее к определенной точке attachment
его источника. Сущность будет телепортироваться к источнику, чтобы положение ее корня bone
совпадало с положением attachment. Субъекты должны быть источниками перед отправкой этого ввода.
SetParentAttachmentMaintainOffset
<строка>
- Как и выше сказанное, но без телепортации. Сущность сохраняет свою позицию относительно attachmentво время получения ввода.
ClearParent
- Удаляет эту сущность из иерархии движения, оставляя ее свободной для самостоятельного перемещения..
AddOutput
<строка>
- Оценивает ключевое значение/вывод для этой энтити..
Формат:<key> <value>
Формат:<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1
доFireUser4
- Поджечь
OnUser
outputs; Смотрите Пользовательские Входы и выходы.
Use
Отсутствует в FGD!- То же, что игрок, вызывающий +use
; может ничего не делать. Может также вызываться путем создания вывода, в котором не указан ввод.
Этот ввод не включен в Valve. FGDs.
DispatchEffect
<строка>
Отсутствует в FGD!- Отправляет специальный эффект от позиции ентити . Удалено и полностью заменено системой particle, так как
.
DispatchResponse
<строка>
Отсутствует в FGD!- Отправляет ответ сущности. Смотрите Response
а также Concept
.
AddContext
<строка>
- Добавляет в список объекта response contexts
. Формат
<key>:<value>
.
RemoveContext
<строка>
- Remove a context from this entity's list. The name should match the key of an existing context.
ClearContext
<строка>
- Removes all contexts from this entity's list.
RunScriptFile
<скрипт>
(Во всех играх начиная с)
- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode
<строка>
(Во всех играх начиная с)
- 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
Left 4 Dead 2, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
CallScriptFunction
<строка>
(Во всех играх начиная с) Отсутствует в FGD!
- Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin
<coordinates
(Во всех играх начиная с>
) Отсутствует в FGD!
- 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.
SetLocalAngles
<angles
(Во всех играх начиная с>
) Отсутствует в FGD!
- Set this entity's angles.
Model:
SetBodyGroup
<integer>- Sets the the active
$bodygroup
.
Ignite
- Makes the entity catch on fire indefinitely.
IgniteLifetime
<float>- Makes the entity catch on fire for a given amount of time.
IgniteNumHitboxFires
<integer> (removed since)
- Makes the entity catch on fire with a given number of hitbox fire particles. Does not function correctly in
onward.
IgniteHitboxFireScale
<float> (removed since)
- Makes the entity catch on fire with a given scale for hitbox fire particles. Does not function correctly in
onward.
BecomeRagdoll
- Kills the entity and creates a client-side ragdoll from the model. Input is only passed if the model contains
$collisionjoints
. For other models,phys_convert
can be used instead.
SetLightingOrigin
<targetname>- Sets the entity's lighting origin to use this entity's position.
(removed sinceSetLightingOriginHack
<targetname>)
- Deprecated. Offsets the entity's lighting origin by their distance from an
info_lighting_relative
. UseSetLightingOrigin
instead.
fademindist
<float>- Sets distance at which the entity starts fading. If <0, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox.
fademaxdist
<float>- Sets distance at which the entity ends fading. If <0, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.
SetModelScale
<vector> (only in)
- Multiplies the size of the model. Does not alter the physics collisions in most cases. Can take two values separated by a space, in which case the first value would be the target model scale and the second value would be the number of seconds the change in scale will be spread over. If there is no second value, the model will scale instantly.
Tip:The
modelscale
keyvalue can be AddOutputed as a workaround for other games with this input missing.

SetCycle
<float> (only in)
- Skip to a specific point in the current animation.
SetModel
<string> (only in)
- Changes the model to the specified path. Form of models/ammo/ammo_us.mdl.

SetPlayBackRate
<float> (only in)
- Change the animation speed multiplier.
Alpha
<integer>- 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 0.
AlternativeSorting
<boolean>- Swaps the rendering order of the entity. Used to attempt to fix sorting problems when rendering, for example an object rendering in front of translucent materials.
Color
<color255>- Sets an RGB color for the entity.
SetDamageFilter
<targetname>- Sets a filter for this entity for when it receives damage.
EnableDamageForces
- Allows the entity to be pushed by damage done to it (usually force amount correlates with the damage done).
DisableDamageForces
- Prevents the entity from being pushed by damage done to it.
Reflection:
DisableDrawInFastReflection
(in all games since)
- Turns off rendering of this entity in reflections when using
$reflectonlymarkedentities
in water material.
EnableDrawInFastReflection
(in all games since)
- Turn on rendering of this entity in reflections when using
$reflectonlymarkedentities
in water material.
Shadow:
DisableShadow
- Turn dynamic shadows off for this entity. Identical to applying
EF_NOSHADOW
.
EnableShadow
- Turn dynamic shadows on for this entity.
DisableReceivingFlashlight
(in all games since)
- This object will not receive light or shadows from projected textures.
DamageFilter: