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> - How close to death the NPC is.
- Maximum Health (max_health)
(???)
<integer> - 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.