Template:I CAI BaseNPC
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> (in all games since )- 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. Todo: 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> (in all games since )- Force the NPC to use a dynamic interaction with another NPC. Syntax is
<targetname> <dynamic interaction>
.