Template:O CAI BaseNPC
This template is our holder for all outputs assigned through CAI_BaseNPC
.
Add |rappel=1
to display the OnRappelTouchdown
output.
AI_BaseNPC:
OnDamaged
- Fired when this NPC takes damage.
OnDeath
- Fired when this NPC is killed.
OnHalfHealth
- Fired when this NPC reaches half of its maximum health.
OnFoundEnemy
- Fired when this NPC establishes line of sight to its enemy.
OnLostEnemy
- Fired when this NPC loses its enemy, usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy.
OnLostEnemyLOS
- Fired when this NPC loses line of sight to its enemy.
OnFoundPlayer
- Fired when this NPC establishes line of sight to an enemy player.
OnLostPlayer
- Fired when this NPC loses an enemy player, usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy.
OnFoundEnemy
- Fired when this NPC establishes line of sight to an enemy player.
OnHearWorld
- Fired when this NPC hears a sound (other than combat or the player). Confirm:Must come from an
ai_sound
?
OnHearPlayer
- Fired when this NPC hears the player.
OnHearCombat
- Fired when this NPC hears combat sounds.
OnDamagedByPlayer
- Fired when this NPC is hurt by a player.
OnDamagedByPlayerSquad
- Fired when this NPC is hurt by anyone in the player squad.
OnDenyCommanderUse
- Fired when this NPC has refused to join the player's squad.
OnRappelTouchdown
- Fires when the NPC is done rappelling.
OnWake
- Fired when this NPC comes out of a sleep state.
OnSleep
- Fired when this NPC enters a sleep state.
OnForcedInteractionStarted
- Fired when the NPC starts a forced interaction.
OnForcedInteractionAborted
- Fired when the NPC aborts a forced interaction for some reason (target NPC died, couldn't be pathed to, etc).
OnForcedInteractionFinished
- Fired when a forced interaction is finished as it was meant to.