Template:I CAI BaseNPC
From Valve Developer Community
This template is our holder for all inputs assigned through CAI_BaseNPC
.
Add |rappel=1
to display the BeginRappel
input.
AI_BaseNPC:
-
SetRelationship
<string>
- <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
-
SetEnemyFilter
<targetname>
- Set a filter by which to filter potential enemies.
-
SetHealth
<integer>
- Set the health of the NPC to this amount.
-
BeginRappel
- Tells NPC to begin rappelling.
-
SetSquad
<string>
- Changes the name of this NPC's squad. Leaving the parameter blank will remove the NPC from any existing squad.
-
Wake
- Wakes up the NPC if it is sleeping.[Clarify]
-
UpdateEnemyMemory
<targetname>
(New with Half-Life 2: Episode One / Source 2006) - Update (or create) this NPC's memory of of the given entity.
-
ForgetEntity
<targetname>
- Clears out the NPC's knowledge of a named entity.
-
IgnoreDangerSounds
<float>
- Ignore danger sounds for the specified number of seconds. To do: Clarify what a "danger sound" is.
-
Break
- Makes the NPC die and disappear.
-
StartScripting
- Puts the NPC into a "scripted" state. It will ignore a variety of stimuli, such as
+use
, danger sounds, and idle speech. -
ExitScripting
- Puts the NPC into their normal state again.
-
GagEnable
- Prevents the NPC from making any vocalized sounds or speech, unless they are in a choreographed scene.
-
GagDisable
- Allow the NPC to make vocalizations again.
-
InsideTransition
!FGD - Tells the NPC to stop any choreography (but not scripted speech) its a part of. Usually this is only done by a
trigger_changelevel
when a player steps inside it, and the NPC is inside an associatedtrigger_transition
. -
ActivateSpeedModifier
!FGD -
DisableSpeedModifier
!FGD -
SetSpeedModRadius
!FGD -
SetSpeedModSpeed
!FGD -
HolsterWeapon
- Makes the NPC put their weapon away.
-
UnholsterWeapon
- Makes the NPC take out their weapon, if they have one.
-
HolsterAndDestroyWeapon
- Makes the NPC holster their weapon and then never unholster it again.
-
ForceInteractionWithNPC
<string>
(New with Half-Life 2: Episode One / Source 2006) - Force the NPC to use a dynamic interaction with another NPC. Syntax is
<targetname> <dynamic interaction>
.