Template:KV CAI BaseNPC
This template is our holder for all keyvalues that are assigned through CAI_BaseNPC
.
Add |addeq=[text here]
to (optionally) write a custom description for the Weapon Held keyvalue.
Note:Some
CBaseEntity
keyvalues are listed here for practical reasons.AI_BaseNPC:
- Weapon Held
(additionalequipment)
<classname> - Gives the NPC a weapon. NPCs may attack oddly or not attack if they don't know how to use a particular weapon.
- Health
(health)
<integer> !FGD - How close to death the NPC is.
- Maximum Health
(max_health)
<integer> !FGD - Health cannot exceed this amount.
- Squad Name
(squadname)
<string> - NPCs that are in the same squad will share information about enemies, and will take turns attacking and covering each other.
- Target Path Corner
(target)
<targetname> - If set, the name of a
path_corner
entity that this NPC will move to, after spawning. Must be within 576 units from the NPC. - Sleep State
(sleepstate)
<choices> - Holds the NPC in stasis until specified condition. See also Wake Radius and Wake Squad.
- 0: None
- 1: Waiting for threat
- 2: Waiting for PVS
- 3: Waiting for input, ignore PVS
- 4: Auto PVS
- 5: Auto PVS after PVS
- Todo: clarify the differences between each
- Wake Radius
(wakeradius)
<float> - Auto-wake if player is within this distance, in Hammer units.
- Wake Squad
(wakesquad)
<boolean> - If yes, wake all of the NPCs squadmates if the NPC is woken.
- Ignore unseen enemies
(ignoreunseenenemies)
<boolean> - Prefer visible enemies, regardless of distance or relationship priority.
- Hint Group
(hintgroup)
<string> - Hint groups are used by NPCs to restrict their hint-node searching to a subset of the map's hint nodes. Only hint nodes with matching hint group names will be considered by this NPC.
- Hint Limit Nav
(hintlimiting)
<boolean> - If yes, limits NPC to using specified hint group for navigation requests, but does not limit local navigation.
- Enemy Filter
(enemyfilter)
<targetname> - Filter by which to filter potential enemies.
- Local Velocity
(velocity)
<vector> !FGD - Velocity generated by the entity, can cause strange behavior if changed.
- Base Velocity
(basevelocity)
<vector> !FGD - Velocity to start with on spawn.
- Angular Velocity
(avelocity)
<vector> !FGD - Angular velocity to start with on spawn.
- Water Level
(waterlevel)
<character> !FGD - Current water level of the entity, can cause strange behavior if changed.