Template:O CAI BaseNPC
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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.