DontUseSpeechSemaphore(choices) : "Don't Use Speech Semaphore" : 0 : "Friendly NPCs are not allowed to speak if another friendly NPC is speaking. In some cases we don't want speaking NPCs to prevent other NPCs from speaking (for instance, if there is a friendly NPC speaking for a long time on a monitor). To make this NPC not prevent other NPCs from talking, make it not grab the semaphore when it speaks." =
[
0 : "No (Use speech semaphore)"
1 : "Yes (Don't use speech semaphore)"
]
input SpeakResponseConcept(string) : "Speak the specified response concept."
input SetGrenadeCapabilities(integer) : "Sets this NPC's grenade capabilities."
SetGrenadeCapabilities(choices) : "Grenade capabilities" : "None" : "Controls this NPC's capability to throw grenades or use their weapon's secondary ability (energy balls/SMG grenades)." =
input OutsideTransition(void) : "Use this input to teleport the NPC to a hintnode with the Player Squad Transition Point hint type."
input EnableAlwaysTransition(void) : "Enable the 'always transition' behavior"
input DisableAlwaysTransition(void) : "Disable the 'always transition' behavior"
input EnableSpeakWhileScripting(void) : "Allow this NPC to speak responses while in a scripted sequence or while StartScripting is active."
input DisableSpeakWhileScripting(void) : "Cancels this NPC's ability to speak responses while in a scripted sequence or while StartScripting is active if it was previously enabled by EnableSpeakWhileScripting."
AlwaysTransition(choices) : "Always transition" : "No" : "If yes, this NPC will always teleport to a Player Squad Transition Point if they're not within the trigger_transition volume." =
[
0 : "No"
1 : "Yes"
]
DontPickupWeapons(choices) : "Prevent picking up weapons?" : "No" : "If yes, this NPC will NOT be allowed to pick up weapons they find on the ground." =
[
0 : "No"
1 : "Yes"
]
GameEndAlly(choices) : "Is this a vital ally?" : "No" : "If yes, this NPC will cause the game to end if killed." =
[
0 : "No"
1 : "Yes"
]
input MakeGameEndAlly(void) : "Make this NPC a game end ally."
input MakeRegularAlly(void) : "Make this NPC a regular ally."
waitingtorappel(choices) : "Waiting to Rappel?" : "No" : "If yes, this NPC spawns suspended in air and awaits a BeginRappel input. It will then spawn a zipline and slide down. When it hits the ground, NPC will cut away the line and try to move forward a few feet to make room for the next NPC. The NPC will not attempt to clear its landing space if it cannot do so by taking a few steps forward" =
[
0 : "No"
1 : "Yes"
]
// Inputs
input BeginRappel(void) : "BeginRappel"
// Outputs
output OnRappelTouchdown(void) : "Fires when done rappeling"
Hacked(choices) : "Start Hacked" : "No" : "Makes this NPC start as if Alyx had hacked it. This causes the NPC to switch sides and might give it a different color." =
ballcount(integer) : "Ball count" : 3 : "This is how many balls will be bouncing around inside the spawner"
minspeed(float) : "Min ball speed" : "300.0" : "The minimum speed of balls that fly in the spawner"
maxspeed(float) : "Max ball speed" : "600.0" : "The maximum speed of balls that fly in the spawner"
ballradius(float) : "Ball radius" : "20.0" : "The radius of the energy balls"
balltype(choices) : "Ball Type" : "Combine Energy Ball 1" =
[
0 : "Combine Energy Ball 1"
1 : "Combine Energy Ball 2"
2 : "Combine Energy Ball 3"
]
ballrespawntime(float) : "Ball Respawn Time" : "4.0f" : "The energy balls respawn time"
input Enable(void) : "Enable spawning of combine balls"
input Disable(void) : "Disable spawning of combine balls"
output OnBallGrabbed(void) : "Fired when a combine ball is grabbed from the field by a mega physcannon"
output OnBallReinserted(void) : "Fired when a combine ball is reinserted into the field (only gets triggered when Combine Power supply is checked)"
output OnBallHitTopSide(void) : "Fired when a combine ball in hits the top side of the field (only gets triggered when Combine Power supply is checked)"
output OnBallHitBottomSide(void) : "Fired when a combine ball in hits the bottom side of the field (only gets triggered when Combine Power supply is checked)"
output OnLastBallGrabbed(void) : "Fired when the last combine ball is grabbed from the field by a mega physcannon"
output OnFirstBallReinserted(void) : "Fired when the first combine ball is reinserted into the field (only gets triggered when Combine Power supply is checked)"
bullseyename(target_destination) : "Name of bullseye" : "" : "If you select the Attach Bullseye spawnflag, you may specify a name here which will be given to the bullseye."
innerradius(integer) : "Inner radius" : 300 : "The camera will only lock onto enemies that are within the inner radius."
outerradius(integer) : "Outer radius" : 450 : "The camera will flash amber when enemies are within the outer radius, but outside the inner radius."
minhealthdmg(integer) : "Min req'd damage for hurting camera" : 0
defaulttarget(target_destination) : "Default target" : "" : "The default target is the entity that the camera follows when it has no other target to track."
// Inputs
input Disable(void) : "Disables the camera. If open, the camera closes."
input Enable(void) : "Enables the camera. If closed, the camera opens."
input Toggle(void) : "Toggle - If open, close. If closed, open."
output OnLostPlayer(void) : "Fired when the tracked player spotted within the inner radius has been lost. Usually due to the player leaving the inner radius, or because the player was killed."
output OnLostEnemy(void) : "Fired when a non-player enemy spotted within the inner radius has been lost. Usually due to the enemy leaving the inner radius, or because the enemy was killed/removed."
radius(integer) : "Patience Radius" : 0 : "Sniper will hold fire until the target is within this radius. After that, sniper will always attack, even if the target retreats outside of this radius"
misses(integer) : "Initial Misses" : 0 : "How many times to miss a target on purpose before beginning to fire accurately."
beambrightness(integer) : "Beam Brightness (0 to 255)" : 100 : "How bright the laser sight beam should be. (0 - 255)"
shootZombiesInChest(choices) : "Shoot zombies in chest" : 0 : "If true, aim for chest instead of headcrab. Useful when at great distance and height." =
BeamName(material) : "Beam Texture" : "effects/bluelaser1.vmt" : "The texture that should be used by the sniper's laser beam. Be sure to put '.vmt' at the end!"
BeamColor(color255) : "Beam Color" : "0 100 255" : "The color that should be used by the sniper's laser beam."
PaintInterval(float): "Paint interval" : 1 : "Sniper will keep a target painted for this many seconds before shooting. 'Faster Shooting' sniper flag multiplies this by 0.75."
PaintIntervalVariance(float): "Paint interval variance" : "0.75" : "When shooting at NPCs, a random number between 0 and this is added to PaintInterval for every shot."
input SweepGroupRandomly(string) : "Randomly Sweep a Group"
input StopSweeping(void) : "Stop any target sweeping operation started by entity I/O"
input ProtectTarget(target_destination) : "Protect the specified enemy. The sniper will attempt to shoot the enemy nearest the protect target at all times."
input SetShoveTarget(target_destination) : "Sets a shove target to attack"
input SetChargeTarget(target_destination) : "Sets a charge target to attack. Parameters are the name of the entity to start at and the name of the entity to charge towards, separated by a space (i.e. start target)"
Aggression(choices) : "Start Aggressive" : 0 : "Controls whether this stalker starts aggressive to the player and their allies without having to be provoked first." =
[
0 : "No"
1 : "Yes"
]
Bleed(choices) : "Bleed" : 1 : "Allows this stalker to bleed upon taking bleedable damage. They bleed saline." =
freepass_timetotrigger(float) : "Player pass issue time" : 0 : "Amount of time an enemy is hidden after which a 'free pass' on reaquire is granted"
freepass_duration(float) : "Player pass duration" : 0 : "After granted 'free pass', the amount of time a target is allowed before reaquire"
freepass_movetolerance(float) : "Player pass move tolerance" : 120 : "After granted 'free pass', the distance the target is allowed to move before reaquire"
freepass_refillrate(float) : "Player pass refill rate" : "0.5" : "After free pass begins expiring, how much the time the target gets back for every second they hide again"
freepass_peektime(float) : "Player pass peek time" : 0 : "How long targets in cover are allowed to peek without penalty"
FieldOfView(string) : "FieldOfView" : "0.2" : "How far to look (1.0 = straight ahead, 0.0 = +/- 90 degrees, -1.0 = all directions)"
MinSearchDist(integer) : "Min Search Dist" : 0
MaxSearchDist(integer) : "Max Search Dist" : 2048
SnapToEnt(target_destination) : "Name of entity to snap to" : "" : "Since it can be hard to position these entities with respect to the func_tank brushwork, you can specify an entity name here and this enemyfinder will position itself at the center of that entity."
freepass_timetotrigger(float) : "Player pass issue time" : 0 : "Amount of time an enemy is hidden after which a 'free pass' on reaquire is granted"
freepass_duration(float) : "Player pass duration" : 0 : "After granted 'free pass', the amount of time a target is allowed before reaquire"
freepass_movetolerance(float) : "Player pass move tolerance" : 120 : "After granted 'free pass', the distance the target is allowed to move before reaquire"
freepass_refillrate(float) : "Player pass refill rate" : "0.5" : "After free pass begins expiring, how much the time the target gets back for every second they hide again"
freepass_peektime(float) : "Player pass peek time" : 0 : "How long targets in cover are allowed to peek without penalty"
StartOn(choices) : "Start On" : 1 =
[
0 : "No"
1 : "Yes"
]
// Inputs
input TurnOn(void) : "Turn on: Look for enemies"
input TurnOff(void) : "Turn off: Stop looking for enemies"
input SetWideFOVForSeconds(float) : "Gives this enemyfinder a 180 degree viewcone for the number of seconds specified in the parameter override"
output OnLostEnemies(void) : "Fires when the enemy finder has no enemies."
output OnAcquireEnemies(void) : "Fires when the enemy finder acquires enemies."
notifynavfailblocked(choices) : "Fire output when Nav is blocked?" : 0 =
[
0 : "No"
1 : "Yes"
]
neverleaveplayersquad(choices) : "Permanent squad member?" : 0 : "A permanent squad member cannot leave the player's squad unless killed or explicity removed by entity I/O. Only use this if you're sure you want to override the default AI." =
[
0 : "No. This is default behavior."
1 : "Yes, stay in squad until death."
]
denycommandconcept(string) : "Deny command speech concept" : "" : "If you want your citizens to squad with the player but not obey commands the player gives to move the squad, put a concept here and this citizen will speak the concept instead of obeying the order."
SetTossMedkits(choices) : "Toss medkits?" : 0 : "Episodic only. Griggs in Half-Life 2: Episode Two uses experimental code that allows him to toss medkits at the player from a distance. This activates that code on this NPC if it is a medic. Does not work with ammo resuppliers." =
[
0 : "No"
1 : "Yes"
]
AlternateAiming(choices) : "Alternate aiming animations" : 0 : "Causes this citizen to use readiness aiming animations with a SMG, AR2, or shotgun. When running or walking while aiming/shooting, they will hold their weapon around their upper-chest instead of from their hip." =
"A brush entity that redirects the player's squad commands. Also functions as a limited trigger for the player AND their squad members."
[
target(target_destination) : "Target" : "" : "Redirects command goals to this entity's origin. If blank, doesn't affect the goal. If -1, cancels the command entirely."
reponly(choices) : "Squad Representative Only" : 0 : "If enabled, only fires OutAlly for the player's squad's representative." =
[
0 : "No, fire OutAlly for all members"
1 : "Yes, only fire OutAlly for the representative"
]
// Outputs
output OnCommandGoal(vector) : "Fires when a player's command goal falls within this brush. Passes the goal's position."
output OutAlly(ehandle) : "Fires for each ally in the player's squad whenever this brush detects a command goal. Fires before the actual order is sent. Useful for adding a response context to TLK_COMMANDED."
output OnStartTouch(void) : "Fired when a player or a member of the player's squad starts touching this brush."
output OnStartTouchAll(void) : "Fired when a player or a member of the player's squad starts touching this brush, and no other member is touching it."
output OnEndTouch(void) : "Fired when a player or a member of the player's squad stops touching this trigger."
output OnEndTouchAll(void) : "Fires when a player or a member of the player's squad stops touching this trigger, and no other members are touching it."
UnderthrowGrenades(choices) : "Underthrow Grenades" : "0" : "If enabled, this soldier will 'underthrow' their grenades with ACT_SPECIAL_ATTACK1, which looks a lot more like the HL1 grunt animation. This includes grenades thrown during regular behavior and grenades forced with ThrowGrenadeAtTarget." =
[
"0" : "No"
"1" : "Yes"
]
SetAlternateCapable(choices) : "Alternate Capable" : "0" : "Makes the soldier capable of using both grenades AND energy balls at the same time, regardless of their elite status." =
usemarch(choices) : "Use March" : "0" : "When true, will use a special walking animation which blends itself between the idle walking animation and the regular walking animation, allowing for a variety of casual walking animations instead of the standard walk. Used in EP2 for the soldiers in the bridge convoy. WARNING: This animation only has a north component, so it can't sidestep or walk backwards. This keyvalue was previously named 'Walk Easy', but it was changed to avoid confusion with ACT_WALK_EASY, the main idle walking animation." =
LaunchDelay(integer) : "Launch Delay" : 8 : "When ON, how long to wait between each launch"
LaunchSpeed(string) : "Launch Speed" : 200 : "Initial launch speed of missile (in up direction)"
PathCornerName(target_destination) : "Path Corner Name" : "" : "Name of a path corner. If set launches a pathfollowing missing, rather than a homing missile"
HomingSpeed(string) : "Homing Speed" : 0 : "Speed to reach when homing"
input DisableShooting(void) : "Forces the hunter to be melee-only."
input EnableShooting(void) : "Allows the hunter to use range attacks or melee attacks."
input DisableSquadShootDelay(void) : "Disables the delay between range attacks for squads of hunters, allowing them to shoot as frequently as they wish."
input EnableSquadShootDelay(void) : "Enables the delay between range attacks for squads of hunters."
input EnableUnplantedShooting(void) : "Used mainly for scripted attacks against bullseyes. Enables the hunter to shoot without having to plant first."
input DisableUnplantedShooting(void) : "Returns the hunter to normal after a call to EnableUnplantedShooting."
input DoPhysicsBlast(void) : "Hunter will instantly do the defensive physics blast."
input Crouch(void) : "Crouch down."
input Stand(void) : "Stand up from crouch."
input DisableCrouchWalk(void) : "UNUSED: Prevents the hunter from crouch walking."
input EnableCrouchWalk(void) : "UNUSED: Allows the hunter to crouch walk."
staging_ent_names(target_destination) : "Staging Position Names" : "" : "All entities with this name will be considered staging positions for the throw behavior."
priority_grab_name(target_destination) : "Priority Name For Grabbing" : "" : "If any entities named this are present, the advisor will preferentially pick them up for throwing at the player."
target(target_destination) : "Target" : "" : "Shoot at this target. REMEMBER - this is an effect only! It does not do damage!"
minburstsize(integer) : "Min Burst Size" : 2 : "Minimum number of rounds in a burst."
maxburstsize(integer) : "Max Burst Size" : 7 : "Maximum number of rounds in a burst."
minburstdelay(float) : "Min Delay Between Bursts" : 2 : "Minimum delay between bursts. (seconds)"
maxburstdelay(float) : "Max Delay Between Bursts" : 5 : "Maximum delay between bursts. (seconds)"
rateoffire(float) : "Rate of fire" : 10 : "Expressed as rounds per second"
spread(choices) : "Bullet spread" : 5 : "The 'cone of inaccuracy' of the shots fired by this entity." =
[
1 : "1 Degree"
5 : "5 Degrees"
10 : "10 Degrees"
15 : "15 Degrees"
]
bias(choices) : "Bullet distribution should be..." : 1 : "How to distribute bullets within the spread. Even distribution is a true scatter throughout the spread. Biased towards the outside makes the shots 'miss' the target by tending towards the outside of the spread." =
[
1 : "Evenly distributed"
-1 : "Biased towards the outside"
]
collisions(choices) : "Collision detection" : 0 : "Whether/how to handle bullet collision detection. NOTE: If you select NONE, this entity will be very cheap to use, but all bullets will stop short at their target's position in space and there will be no impact effects. Normal collision detection does the same things NPCs do when they fire their guns (except harm anything)." =
input FireBurst(integer) : "Fires a burst with the specified number of shots, regardless of the entity's current state, the maximum and minimum burst numbers, or any bursts currently being executed by this entity."
input SetTarget(target_destination) : "Sets the target to shoot at."
// Outputs
output OnFire(void) : "Fires for each bullet fired by this entity."
HeadcrabType(choices) : "Which headcrab to spawn?" : 0 =
[
0 : "Normal headcrabs"
1 : "Fast Headcrabs"
2 : "Poison Headcrabs"
]
HeadcrabCount(integer) : "Headcrab count" : 6 : "Number of headcrabs to spawn on impact"
FlightSpeed(float) : "Flight Speed" : 3000 : "Speed to fly through the air"
FlightTime(float) : "Flight Time" : 5 : "Time to fly through the air in seconds"
StartingHeight(float) : "Starting Height" : 0 : "Relative height from the landing position at which the canister should be launched. Positive values mean launch it above the impact point, negative values mean launch it below."
MinSkyboxRefireTime(float) : "Min Refire Time" : 0 : "Min number of seconds before the cannister is refired. This will only work for cannisters placed in the skybox."
MaxSkyboxRefireTime(float) : "Max Refire Time" : 0 : "Max number of seconds before the cannister is refired. This will only work for cannisters placed in the skybox."
SkyboxCannisterCount(integer) : "Cannister count" : 1 : "Number of cannisters to fire in the skybox (0 means fire continuously, forever)."
Damage(float) : "Impact damage" : 150 : "Max damage the canister applies on impact"
DamageRadius(float) : "Impact damage radius": 750 : "Max radius of the impact damage for the canister"
SmokeLifetime(float) : "Smoke Duration" : 30 : "Duration that the canister smokes. -1 means always smoke."
LaunchPositionName(target_destination) : "Launch Position Name" : "" : "If the canister should launch to it's origin from another point within the world, this should specify an info_target at the launch origin."
// Inputs
input FireCanister(void) : "Fire the canister"
input OpenCanister(void) : "Opens the canister (must be called after the OnImpacted output is fired)"
input SpawnHeadcrabs(void) : "Spawns headcrabs (must be called after the OnImpacted output is fired and after OpenCanister is triggered, if the Wait for Input to open spawnflag is checked.)"
input StopSmoke(void) : "Stops the smoke if it's on"
HealthRegenerateEnabled(choices) : "Regenerate Health" : 0 : "Whether or not the vortigaunt will recover his own health over time like vital allies, while in combat" =
[
0 : "No"
1 : "Yes"
]
// Inputs
input EnableArmorRecharge(void) : "Allow armor recharging on players"
input DisableArmorRecharge(void) : "Do not allow armor recharging on players"
input FlickRagdoll(void) : "Strider will flick anyone he's skewered"
input StartPatrol(void) : "Start patrolling back and forth along the current track."
input StopPatrol(void) : "Stop patrolling back and forth along the track. This will cause the helicopter to come to rest at the track which he's currently flying toward."
input ChooseFarthestPathPoint(void) : "When tracking an enemy, choose the point on the path furthest from the enemy, but still in firing range"
input ChooseNearestPathPoint(void) : "When tracking an enemy, choose the point on the path nearest from the enemy"
input Crouch(void) : "Crouch down"
input CrouchInstantly(void) : "Crouch instantly. This makes the Strider pop to a crouch. Do not do this where players can observe."
"A special, space-warping explosion that damages/dissolves entities in the specified radius. " +
"Striders use this in their warp cannons."
[
damage(float) : "Damage" : 200 : "The amount of damage done by the explosion."
radius(float) : "Radius" : 256 : "The radius in which the explosion can damage entities."
magnitude(string) : "Shockwave Magnitude" : "1.0" : "Multiplier for how far the shockwave should go. Does nothing to the radius or damage. 2.5 = Strider Cannon"
soundname(sound) : "Sound" : "" : "Sound to make when we explode."
spawnflags(flags) =
[
1: "[1] Repeatable" : 0
]
// Inputs
input Explode(void) : "Triggers the explosion."
input ExplodeWithMagnitude(float) : "Triggers the explosion with the specified magnitude."
HealthIncrements(integer) : "Health Increments" : 0 : "The number of times this gunship must be damaged before dying. This value is multiplied by 0.5 on Easy and 1.5 on Hard. 0 = the value stored in sk_gunship_health_increments (default 5)."
CanGroundAttack(choices) : "Can use ground attack automatically" : 0 : "Allows this gunship to use its belly cannon automatically during combat." =
input DoGroundAttack( target_destination ) : "Causes the gunship to execute its ground attack. Pass an entity for the gunship to attack the specified entity, otherwise it will do it at its current position."
GunRange(float) : "Crate Gun Range" : 2048 : "If the dropship's carrying a crate with a gun on it, it'll only shoot targets within this range."
RollermineTemplate(target_destination) : "Name of Rollermine Template" : "" : "If this dropship drops any rollermines due to the 'DropMines' input being fired, it will use this template for the rollermines it creates. If left blank, ordinary rollermines will be dropped."
NPCTemplate(target_destination) : "Name of Template NPC 1"
NPCTemplate2(target_destination) : "Name of Template NPC 2"
NPCTemplate3(target_destination) : "Name of Template NPC 3"
NPCTemplate4(target_destination) : "Name of Template NPC 4"
NPCTemplate5(target_destination) : "Name of Template NPC 5"
NPCTemplate6(target_destination) : "Name of Template NPC 6"
Dustoff1(target_destination) : "Name of dustoff point for NPC 1"
Dustoff2(target_destination) : "Name of dustoff point for NPC 2"
Dustoff3(target_destination) : "Name of dustoff point for NPC 3"
Dustoff4(target_destination) : "Name of dustoff point for NPC 4"
Dustoff5(target_destination) : "Name of dustoff point for NPC 5"
Dustoff6(target_destination) : "Name of dustoff point for NPC 6"
APCVehicleName(target_destination) : "Name of the APC to drop"
AllowsAnyDamage(Choices) : "Allows any damage (to container)" : 0 : "Allows this dropship's container (if it's a soldier crate) to take any amount of any type of damage, including bullet or melee damage. This is supposed to allow dropship containers to be taken down in previously impossible ways and should be used with an actual damage filter." =
input SetGunRange(float) : "Set my crate gun's range."
input EnableRotorSound(void) : "Turns on rotor sounds"
input DisableRotorSound(void) : "Turns off rotor sounds"
input StopWaitingForDropoff(void) : "Stop waiting for the dropoff. Dropoff as soon as possible."
// Outputs
output OnFinishedDropoff(void) : "Fires when the dropship has finished a dropoff."
output OnFinishedPickup(void) : "Fires when the dropship has finished a pickup."
output OnCrateShotDownBeforeDropoff(float) : "Fires when the container was shot down before it dropped off soldiers. The parameter contains the number of soldiers that weren't successfully dropped off."
output OnCrateShotDownAfterDropoff(void) : "Fires when the container was shot down after it dropped off soldiers."
noncombat(choices) : "Non-combat (Do not precache gibs)" : "No" : "If enabled, this helicopter will not precache stuff that would only be seen in combat, like mines or gibs. Even damaging the helicopter in this state can crash the game, so you might want to use a damage filter too." =
input EnableRotorWash(void) : "Turns on rotor wash effects"
input DisableRotorWash(void) : "Turns off rotor wash effects"
input EnableRotorSound(void) : "Turns on rotor sounds"
input DisableRotorSound(void) : "Turns off rotor sounds"
input StartBombingVehicle(void) : "Starts the chopper leading enemy vehicles and dropping bombs on them."
input StartTrailingVehicle(void) : "Starts the chopper trailing enemy vehicles and shooting at them."
input StartDefaultBehavior(void) : "Starts the chopper in the mode where he always stops at nav points instead of stopping anywhere in between nav points."
input StartAlwaysLeadingVehicle(void) : "Starts the chopper *always* leading enemy vehicles (regardless of how they are moving w/respect to the path) and dropping bombs on them. This mode is different from StartBombingVehicle in that it never uses the machine gun."
input StartSprinkleBehavior(void) : "Starts the chopper dropping bombs randomly + shooting at the player."
input StartBullrushBehavior(void) : "Starts the chopper bullrushing the player."
input SetHealthFraction(float) : "Sets the chopper health as a percentage of max health"
input EnableDeadlyShooting(void) : "Starts the chopper being deadly to on-foot players"
input DisableDeadlyShooting(void) : "Stops the chopper being deadly to on-foot players"
input StartNormalShooting(void) : "The chopper will fire in short bursts. Good for on-foot experiences"
input StartLongCycleShooting(void) : "The chopper fires in long bursts"
input StartContinuousShooting(void) : "The chopper fires continuously."
input StartFastShooting(void) : "The chopper fires normal bursts, but does not 'charge up' the gun. Fires immediately."
input ResetIdleTime(void) : "Allows the helicopter to fire immediately if he's not in the middle of charging or firing"
input SetAngles(string) : "Instantly snaps the orientation of the helicopter (Pitch Yaw Roll)"
input DropBomb(void) : "Immediately drops a bomb based on normal bomb dropping rules"
input DropBombStraightDown(void) : "Immediately drops a bomb directly downwards"
input DropBombAtTarget(target_destination) : "Immediately drops a bomb directly at the target destination, but only if the player isn't right there"
input DropBombAtTargetAlways(target_destination) : "Immediately drops a bomb directly at the target destination, no matter whether it's fair or not."
input DropBombDelay(float) : "Add a delay before the next bomb is dropped"
input BecomeIndestructible(void) : "Makes the helicopter take no more damage"
input DisablePathVisibilityTests(void) : "When the helicopter moves, he will not check for visibility from the path_track to the enemy to cull out path_tracks"
input EnablePathVisibilityTests(void) : "When the helicopter moves, he will only move to path_tracks that have line-of-sight to the enemy"
input StartCarpetBombing(void) : "Starts the helicopter constantly dropping megabombs until StopCarpetBombing input"
input StopCarpetBombing(void) : "Stop the carpet bombing behavior"
// Outputs
output OnHealthChanged(integer) : "Fires when the helicopter health changes. The integer is the percentage of health the chopper has from 0-100."
output OnShotDown(void) : "Fires the instant the helicopter is killed"
AvoidFilter(filterclass) : "Avoid Filter" : : "Filter to use to see if the helicopter avoids this sphere. See filter_activator_name for more explanation."
model(studio) : "Model" : "models/Zombie/Classic.mdl" : "The zombie's model."
LegsModel(studio) : "Legs Model" : "models/zombie/classic_legs.mdl" : "The model to use for legs. You can leave this blank if you enable the 'No Torso' spawnflag."
TorsoModel(studio) : "Torso Model" : "models/zombie/classic_torso.mdl" : "The model to use for torso. You can leave this blank if you enable the 'No Torso' spawnflag."
HeadcrabClassname(npcclass) : "Headcrab Classname" : "npc_headcrab" : "The NPC that should be used as the 'headcrab'. You can leave this blank if the zombie is marked as headcrab-less."
HeadcrabModel(studio) : "Headcrab Model" : "models/headcrabclassic.mdl" : "The model that should be used for 'headcrab' ragdolls. You can leave this blank if the zombie is marked as headcrab-less."
model(studio) : "Model" : "models/Zombie/Classic_torso.mdl" : "The zombie's model."
HeadcrabClassname(pointentityclass) : "Headcrab Classname" : "npc_headcrab" : "The NPC that should be used as the 'headcrab'. You can leave this blank if the zombie is marked as headcrab-less."
HeadcrabModel(studio) : "Headcrab Model" : "models/headcrabclassic.mdl" : "The model that should be used for 'headcrab' ragdolls. You can leave this blank if the zombie is marked as headcrab-less."
DisablePhotos(choices) : "Never take photos" : 0 : "Prevents this scanner from ever taking photos. It may still chase and inspect, but it will never actually take any pictures or flashes." =
input InspectTargetPhoto(target_destination) : "Tells the scanner to photograph the given entity, named by classname or by target name. !activator or !player works here also."
input InspectTargetSpotlight(target_destination) : "Tells the scanner to spotlight the given entity, named by classname or by target name. !activator or !player works here also."
model(studio) : "Model" : "models/police.mdl" : "The model of this npc_metropolice. Keep in mind this overrides the 'Efficient' spawnflag which sets the model to police_cheaple.mdl."
input AdministerJustice(void) : "Orders this NPC to administer justice to the player as if they hit this NPC with a can or something. If this NPC cannot respond, it will look for another npc_metropolice to do it."
input SetWarnings(integer) : "Sets the number of warnings this NPC has given to the player."
input AddWarnings(integer) : "Adds to the number of warnings this NPC has given to the player."
input DeployManhack(void) : "Deploys a manhack immediately if one is available."
input AddManhacks(integer) : "Adds to the number of manhacks this NPC has available."
input SetManhacks(integer) : "Sets the number of manhacks this NPC has available."
output OnHitByPhysicsObject(ehandle) : "Fired when the player hits this NPC with any prop. Passes the thrower as the activator and the prop as the parameter."
output OutManhack(ehandle) : "Fired the moment when this NPC spawns a manhack. Passes the manhack."
DontPickupWeapons(choices) : "Prevent picking up weapons?" : "1" : "If yes, this NPC will NOT be allowed to pick up weapons they find on the ground." =
[
0 : "No"
1 : "Yes"
]
ShouldHaveEMP(choices) : "Should alyx have her EMP?" : "1" =
[
0 : "No"
1 : "Yes"
]
// Inputs
input AllowInteraction(void) : "Allow Alyx's 'hacking' AI to run."
input SetStateReady(void) : "Set the object's state to READY. Fire this input when the object has been unlocked/opened or otherwise made ready for interaction."
input SetStateFinished(void) : "Fire this input when the NPC has completed the interaction with this object."
output OnBeginApproach(void) : "Fired when the NPC begins to approach the position"
output OnMakeReady(void) : "Make the item ready to operate"
output OnBeginOperating(void) : "Fired when the NPC is ready to operate"
input SetPickupTarget(target_destination) : "Sets the target entity for dog to pickup."
input StartCatchThrowBehavior(target_destination) : "Tells d0g to start playing with the player. You can pass in the name of the object you want him to play with otherwise he'll find the closes phys_object."
input StopCatchThrowBehavior(void) : "Stop the catch and throw behavior."
TemplateName(target_destination) : "Name of template NPC"
spawngroup(string) : "Spawn on Hint Group" : "" : "If specified, children will spawn on a hint node from this group, nearest the target."
spawnradius(float) : "Spawn radius" : 512 : "Target must be within this distance of any node in the hint group specified above. If the target is outside the radius, no NPC will spawn."
vehicledistance(float): "Vehicle Spawn Distance" : "1" : "This is a modifier of the current spawn distance. Spawn distance on a vehicle is based on speed, so this is just a modifier for it."
workerspawnrate(float): "Random Worker Spawn Rate" : "0" : "Percentage chance that a spawned antlion will be a worker. (0 = no chance, 1 = 100% chance)"
ignorebugbait(choices): "Ignore Bugbait" : "0" =
[
0 : "No"
1 : "Yes"
]
pool_start(integer) : "Initial antlions in the pool." : 0 : "Number of antlions in the pool at map start."
pool_max(integer) : "Max antlions in the pool." : 0 : "Maximum number of antlions allowed in the pool. If 0, pool behavior is turned off."
pool_regen_amount(integer) : "Pool regen amount." : 0 : "This is the number of antlions added to the pool every time it regenerates."
pool_regen_time(float) : "Pool regen time." : 0 : "Time interval between pool regeneration ticks."
m_iszEntity(target_destination) : "Target NPC" : : "The name or class name (such as 'npc_zombie') of an NPC to use for this script."
m_iszIdle(string) : "Pre Action Idle Animation" : "" : "The name of the sequence (such as 'idle01') or activity (such as 'ACT_IDLE') to play before the action animation if the NPC must wait for the script to be triggered. Use 'Start on Spawn' flag or MoveToPosition input to play this idle animation."
m_iszEntry(string) : "Entry Animation" : "" : "The name of the sequence (such as 'reload02') or activity (such as 'ACT_RELOAD') to play when the sequence starts, before transitioning to play the main action sequence."
m_iszPlay(string) : "Action Animation" : "" : "The name of the main sequence (such as 'reload02') or activity (such as 'ACT_RELOAD') to play."
m_iszPostIdle(string) : "Post Action Idle Animation" : "" : "The name of the sequence (such as 'idle01') or activity (such as 'ACT_IDLE') to play after the action animation. If the ''Loop in Post Idle'' spawnflag is not ticked, this will act as an Exit Animation, similar to the Entry Animation."
m_iszCustomMove(string) : "Custom Move Animation" : "" : "Used in conjunction with the 'Custom movement' setting for the 'Move to Position' property, specifies the sequence (such as 'crouch_run01') or activity (such as 'ACT_RUN') to use while moving to the scripted position."
m_bSynchPostIdles(Choices) : "Synch Post Idles?" : 0 : "Causes scripts with the same targetname to immediately play their Post Action Idle Animation when the NPC starts playing the Post Action Idle Animation." =
m_flRadius(integer) : "Search Radius (0=everywhere)" : 0 : "Radius to search within for an NPC to use. 0 searches everywhere."
m_flRepeat(integer) : "Repeat Rate ms" : 0
m_fMoveTo(Choices) : "Move to Position" : 1 =
[
0 : "No"
1 : "Walk"
2 : "Run"
3 : "Custom movement"
4 : "Instantaneous"
5 : "No - Turn to Face"
]
m_iszNextScript(target_destination) : "Next Script" : : "The name of the script to run immediately after this script completes. The NPC will not return to AI between the two scripts."
m_bIgnoreGravity(choices) : "Ignore Gravity on NPC during script" : 0 : "If this is set to 'Yes', the NPC will not be subject to gravity while playing this script." =
[
0 : "No"
1 : "Yes"
]
m_bDisableNPCCollisions(choices) : "Disable NPC collisions during script" : 0 : "Useful for when NPCs playing scripts must interpenetrate while riding on trains, elevators, etc. This only disables collisions between the NPCs in the script and must be enabled on BOTH scripted_sequences." =
[
0 : "No"
1 : "Yes"
]
// Inputs
input BeginSequence(void) : "Summons an NPC to act out the scripted sequence."
input MoveToPosition(void) : "Summons an NPC to the script location. They will play their scripted idle (or ACT_IDLE if none is specified) until BeginSequence is triggered."
input CancelSequence(void) : "Stops the scripted sequence. If fired after a sequence starts, this input will not take effect until the NPC finishes playing the scripted action animation."
@PointClass base(Targetname) iconsprite("editor/scripted_sound.vmt") = scripted_sound : "Makes a target entity emit a sound directly, which allows lip syncing, interruption from death or other lines, etc. at the cost of most forms of control. Not exclusive to NPCs."
[
message(sound) : "Sound Name" : : "The sound to play. Supports Game Sounds and direct filenames."
target(target_destination) : "Target Entity" : : "The entity that should play the sound."
GrabAll(choices) : "Grab All" : 0 : "Makes all entities play the sound instead of just one." =
[
0 : "No"
1 : "Yes"
]
// Inputs
input PlaySound(void) : "Starts the sound."
input PlaySoundOnEntity(target_destination) : "Plays the sound on the specified entity."
input StopSound(void) : "Stops the sound if it is playing."
"AI Relationship - Sets relationships between groups of NPCs in the AI."
[
subject(target_name_or_class) : "Subject(s)" : "" : "This is the NPC(s) whose disposition will change. May be a targetname or a classname."
target(target_name_or_class) : "Target(s)" : "" : "This is the NPC(s) about whom the Subject(s) will change their disposition. May be a tarGetname or a classname."
disposition(choices) : "Disposition" : 3 : "Choose the way the Subject(s) should feel about the Target(s)" =
[
// These MUST match the enum in the code! (basecombatcharacter.h)
1 : "Hate"
2 : "Fear"
3 : "Like"
4 : "Neutral"
]
radius(float) : "Radius for subject" : 0
rank(integer) : "Disposition Priority" : 0 : "How much the Subject(s) should Like/Hate/Fear the Target(s). Higher priority = stronger feeling."
StartActive(choices) : "Start Active" : 0 =
[
0 : "No"
1 : "Yes"
]
Reciprocal(choices) : "Reciprocal" : 0 : "Set this to YES to have the new relationship mirrored by Target" =
input ApplyRelationship(void) : "Apply relationship changes. This will change all Subject entities' relationships to all Target entities. \n\nIMPORTANT: Once you ApplyRelationships, this entity is then 'ALWAYS ON' until you send a Disable input or RevertRelationship input. During the time this entity is 'ON', any entities that spawn who match the Subject or Target names will be affected. \n\nIMPORTANT: Unpredictable results may occur when two ai_relationship entities refer to the same set or subset of target or subject entities. This situation should be avoided."
input RevertRelationship(void) : "Revert relationship changes. This will return the relationship to what it was at the time the ApplyRelationship input was called (or when this ai_relationship was spawned if StartActive is set)."
input RevertToDefaultRelationship(void) : "Revert relationship changes to the default relationship, which may have changed since this ai_relationship was applied. This returns control of the entity relationship to the code."
input ApplyRelationship(void) : "Apply relationship changes. This will change all Subject entities' relationships to all Target entities. \n\nIMPORTANT: Once you ApplyRelationships, this entity is then 'ALWAYS ON' until you send a Disable input or RevertRelationship input. During the time this entity is 'ON', any entities that spawn who match the Subject or Target names will be affected. \n\nIMPORTANT: Unpredictable results may occur when two ai_relationship entities refer to the same set or subset of target or subject entities. This situation should be avoided."
input RevertRelationship(void) : "Revert relationship changes. This will return the relationship to what it was at the time the ApplyRelationship input was called (or when this ai_relationship was spawned if StartActive is set)."
input RevertToDefaultRelationship(void) : "Revert relationship changes to the default relationship, which may have changed since this ai_relationship was applied. This returns control of the entity relationship to the code."
WaitPointName(target_destination) : "Point to wait at if the target's not visible"
WaitDistance(float) : "Wait until player gets this close"
LeadDistance(float) : "Lead Distance" : "64" : "The player is considered to be lagging if he's beyond this distance. The Actor will consider retrieving when the player is 4x 'Lead Distance' away."
RetrieveDistance(float) : "Retrieve Distance" : "96" : "The distance from the player that the NPC should return to when retrieving a lagging player. Must be between ('Lead Distance' + 24) and ('Lead Distance' * 4) to avoid the leader ping-ponging."
SuccessDistance(float) : "Success Distance" : "0" : "The distance from the player (to the NPC) that the player must be within for the Lead to succeed, once the NPC has reached the goal. If set to 0, it'll use the lead distance instead (for legacy support)."
LeadDuringCombat(choices) : "Lead during combat?" : 0 =
[
0 : "No. Stop to fight, resume leading when safe."
1 : "Yes, lead while fighting."
]
GagLeader(choices) : "Gag Leader?" : 0 =
[
0 : "No. Speak lead concepts normally, respecting other lead speech settings."
1 : "Yes, don't speak any lead concepts at all, overriding all other lead speech settings."
]
AttractPlayerConceptModifier(string) : "Attract player concept modifier" : "" : "Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_ATTRACTPLAYER' concept is spoken."
WaitOverConceptModifier(string) : "Player wait over concept modifier" : "" : "Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_WAITOVER' concept is spoken."
ArrivalConceptModifier(string) : "Arrival concept modifier" : "" : "Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_ARRIVAL' concept is spoken."
SuccessConceptModifier(string) : "Success concept modifier" : "" : "Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_SUCCESS' concept is spoken."
FailureConceptModifier(string) : "Failure concept modifier" : "" : "Appended to the keyvalues passed into the response rules when the 'lead_fail' concept is spoken."
ComingBackConceptModifier(string) : "Coming Back concept modifier" : "" : "Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_RETRIEVE' concept is spoken. Spoken as the NPC starts returning to the player to retrieve him."
RetrieveConceptModifier(string) : "Retrieve concept modifier" : "" : "Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_COMINGBACK' concept is spoken. Spoken when NPC has finally reached the player to retrieve him."
"AI Goal Lead (Weapon). A version of the ai_goal_lead entity that requires the player to have the specified weapon before the Actor(s) will lead the player to their target."
WeaponName(pointentityclass) : "Weapon" : "weapon_bugbait" : "The weapon the player must have in order for the actor to begin leading. If the entity times out, this weapon will silently be given to the player automatically." //=
//[
// "weapon_bugbait" : "Bugbait"
// "weapon_smg1" : "SMG1"
// "weapon_ar2" : "AR2"
//]
TimeoutTime(float) : "Timeout Time" : "60.0" : "How long after the ai_goal_lead_weapon is activated should it time out and just give the player the weapon? Enter 0 to use no timeout."
MissingWeaponConceptModifier(string) : "Missing weapon concept modifier" : "" : "Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_MISSINGWEAPON' concept is spoken."
NormalMemoryDiscard(choices) : "Disable short memory discard" : 0 : "Actors currently following a target normally forget about enemies if they don't see them after 5 seconds. Use this to disable that behavior when memories are important." =
assaultgroup(string) : "Assault Hint Group" : "" : "NPC's movements are constrained to this hint group once assault has begun"
nextassaultpoint(target_destination) : "Next assault point (optional)"
assaulttimeout(float) : "Assault time out" : "3.0" : "This point is cleared when no enemies are seen for this long (seconds)"
clearoncontact(choices) : "Clear on contact with enemies" : 0 : "If you come in contact with enemies while approaching the assault point, clear our assault point" =
[
0 : "No"
1 : "Yes"
]
allowdiversion(choices) : "Allow diversion" : 0 : "If you come in contact with enemies while approaching the assault point, divert to kill them. Resume the assault once contact is lost." =
[
0 : "No"
1 : "Yes"
]
allowdiversionradius(float) : "Diversion Proximity" : 0 : "If Allow Diversion is set, NPC will only divert from assault to attack an enemy that is within this distance of the assault point. 0 = No limit."
nevertimeout(choices) : "Never Timeout" : 0 : "If set, the assault never ends for NPCs assaulting this point. Useful for forcing NPCs back to a point." =
forcecrouch(choices) : "Force Crouch" : 0 : "NPCs using this assault point are forced into crouching while holding it." =
[
0 : "No"
1 : "Yes"
]
urgent(choices) : "Urgent" : 0 : "If true, NPCs will consider movement to this assault point as Urgent Navigation." =
[
0 : "No"
1 : "Yes"
]
assaulttolerance(choices) : "Attack Tolerance" : 36 : "How far this NPC may move from the assault point to try to attack an enemy." =
[
36 : "Tight (3ft)"
72 : "Medium (6ft)"
120 : "Large (10ft)"
]
// Inputs
input SetClearOnContact(integer) : "Set the clear on contact flag. NPCs who spot enemies while running to the assault point, or while waiting at it, will immediately Clear it."
input SetAllowDiversion(integer) : "Set the allow diversion flag. NPCs who spot enemies whil running to the assault point, or while waiting on it, will divert away (leave Assault mode) to deal with the enemies. Upon losing enemies, they'll go back to Assault mode, and return to this assault point."
input SetForceClear(integer) : "Set the Force Clear flag. NPCs who are currently running to the assault point will Clear it immediately. NPCs who acquire it in the future will Clear it automatically."
// Outputs
output OnArrival(void) : "Fires when the NPC reaches this assault point"
output OnAssaultClear(void) : "Fires when this assault point is cleared of enemies"
]
@PointClass base(Targetname) = ai_goal_assault :
"AI Goal Assault"
[
actor(target_name_or_class) : "Actor(s) to affect" : "" : "NPC's that should perform this assault"
rallypoint(target_destination) : "Rally Point Set" : "" : "Root name of rally points for this assault. Use an asterisk '*' after the root name to match all with the same root."
SearchType(choices) : "Search Type" : 0 : "How to search for the entities using the targetname." =
[
0 : "Entity Name"
1 : "Classname"
]
StartActive(choices) : "Start Active" : 0 =
[
0 : "No"
1 : "Yes"
]
AssaultCue(choices) : "Assault Cue" : 1 =
[
1 : "Entity System Input"
2 : "Gunfire"
3 : "Don't wait for a cue."
]
RallySelectMethod(choices) : "Rally Point Selection Method" : 0 =
[
0 : "Priority, Distance (default)"
1 : "Random"
]
// Inputs
input Activate( void ) : "Begin the assault behavior"
input Deactivate( void ) : "Cease the assault behavior"
NextBusy(float) : "NPC Cooldown Time" : "0,0" : "NPCs that leave this actbusy won't actbusy on their own again until this cooldown expires. This is for when an ai_goal_actbusy only gets NPCs to act busy with Activate, not any of the 'Force' inputs. The cooldown would be a random decimal in between the first number and the second number. Leaving both at 0 will cause ai_actbusy_search_time and ai_actbusy_search_time*2 to be used instead, which is default behavior."
input ForceNPCToActBusy( target_destination ) : "Force an NPC to act busy. Takes parameters, separated by spaces: <Targetname> <hint node targetname> <optional:teleport> <optional:$customactivityorsequence> <maximum time to actbusy>. If no hint node targetname is specified, it'll search for a random one. If no max time is specified, it'll use the default. Specifying 0 as the max time will make the NPC act busy until disturbed. If the optional teleport parameter is specified, the NPC will teleport to the act busy point. A custom move animation can be specified by prepending $ to the name of it. i.e. $ACT_RUN will make the NPC Run. Sequence names can be used instead of activities."
input ForceThisNPCToActBusy( target_destination ) : "Forces the specified NPC to act busy. This is designed for when a NPC outputted from another entity has to act busy."
input ForceThisNPCToLeave( target_destination ) : "Forces the specified NPC to find a HINT_NPC_EXIT_POINT hintnode and vanish. This is designed for when a NPC outputted from another entity has to leave."
input ForceThisNPCToStopBusy( target_destination ) : "Forces the specified NPC to stop acting busy. This is useful when an ai_goal_actbusy controls several NPCs and you only want one of them to stop."
seeentity(target_name_or_class) : "Sight Entity" : "" : "The Sight Entity (if you provide one) is an entity that will leave the current ActBusy if the Actor playing the ActBusy loses sight of it for the amount of time specified in 'Sight Entity Timeout'. THIS MAY ONLY BE A TARGET NAME. NO CLASSNAMES."
seeentitytimeout(float) : "Sight Entity Timeout" : "1" : "If you provide a Sight Entity, the Actor will leave the current ActBusy if the Actor has lost sight of Sight Entity for this many seconds."
sightmethod(choices) : "Sight Enemy Method" : 0 : "The method to use to determine whether the Sight enemy is visible." =
[
0 : "Default. LOS -and- Viewcone"
1 : "LOS Only. Disregard Viewcone"
]
type(choices) : "Actbusy Type" : 0 =
[
0 : "Default (Standard)"
1 : "Combat"
]
safezone(target_destination) : "Combat Safe Zone" : "" : "Only for combat actbusy. Lets you specify a volume which is the 'safe zone'. The Combat ActBusy will cancel if any enemies are seen in the safe zone."
allowteleport(choices) : "Allow actor to teleport?" : 0 =
output OnNPCStartedLeavingBusy(ehandle) : "Fired right when an NPC targeted by this goal begins to stop acting busy, which would be right as they play their exit animation."
node_exit(target_destination) : "Exit Node" : "" : "The name of the node the first NPC in the queue should move to when he leaves the head of the queue."
node01(target_destination) : "Node 1" : "" : "The name of the first actbusy hint node in the queue."
node02(target_destination) : "Node 2" : "" : "The name of the second actbusy hint node in the queue."
node03(target_destination) : "Node 3" : "" : "The name of the third actbusy hint node in the queue."
node04(target_destination) : "Node 4" : "" : "The name of the fourth actbusy hint node in the queue."
node05(target_destination) : "Node 5" : "" : "The name of the fifth actbusy hint node in the queue."
node06(target_destination) : "Node 6" : "" : "The name of the sixth actbusy hint node in the queue."
node07(target_destination) : "Node 7" : "" : "The name of the seventh actbusy hint node in the queue."
node08(target_destination) : "Node 8" : "" : "The name of the eighth actbusy hint node in the queue."
node09(target_destination) : "Node 9" : "" : "The name of the ninth actbusy hint node in the queue."
node10(target_destination) : "Node 10" : "" : "The name of the tenth actbusy hint node in the queue."
node11(target_destination) : "Node 11" : "" : "The name of the eleventh actbusy hint node in the queue."
node12(target_destination) : "Node 12" : "" : "The name of the twelfth actbusy hint node in the queue."
node13(target_destination) : "Node 13" : "" : "The name of the thirteenth actbusy hint node in the queue."
node14(target_destination) : "Node 14" : "" : "The name of the fourteenth actbusy hint node in the queue."
node15(target_destination) : "Node 15" : "" : "The name of the fifteenth actbusy hint node in the queue."
node16(target_destination) : "Node 16" : "" : "The name of the sixteenth actbusy hint node in the queue."
node17(target_destination) : "Node 17" : "" : "The name of the seventeenth actbusy hint node in the queue."
node18(target_destination) : "Node 18" : "" : "The name of the eighteenth actbusy hint node in the queue."
node19(target_destination) : "Node 19" : "" : "The name of the nineteenth actbusy hint node in the queue."
node20(target_destination) : "Node 20" : "" : "The name of the twentieth actbusy hint node in the queue."
mustreachfront(choices) : "Must Reach Front" : 0 : "If true, NPCs much reach the front node in the queue before they're allowed to leave the queue." =
[
0 : "No"
1 : "Yes"
]
// Inputs
input PlayerStartedBlocking(float) : "Tell the queue manager that the player has started blocking a spot in the queue."
input PlayerStoppedBlocking(float) : "Tell the queue manager that the player has stopped blocking a spot in the queue."
input MoveQueueUp(void) : "Force the queue to move up, sending the front-most NPC out of the queue."
output OnQueueMoved(integer) : "Fired when the queue moves. Outputs the number of NPCs left in the queue."
output OnNPCStartedLeavingQueue(ehandle) : "Fired when the NPC at the head of the queue starts to leave. The activator is the NPC, and the string is the name of the NPC."
output OnNPCLeftQueue(ehandle) : "Fired when the NPC at the head of the queue leaves. The activator is the NPC, and the string is the name of the NPC."
"Allows player allies to use fear withdrawal points and other fear behavior otherwise unique with npc_hunters. " +
"Citizens will still engage in fear behavior with npc_hunters, but this allows them to use it with other NPCs." +
[
actor(target_name_or_class) : "Actor(s) to affect" : "" : "NPC(s) that should engage in fear behavior."
target(target_destination) : "Fear Target" : "" : "Target to fear. Only applies whenever the actors' relationship to the target is D_FR. Supports wildcards and can be a classname or an entity name."
input Kill( void ) : "Removes this entity from the world"
input Activate( void ) : "Changes the entities target"
]
@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = ai_npc_eventresponsesystem : "An entity that allows you to generate events for nearby friendly NPCs to respond to."
[
input TriggerResponseEvent(string) : "Fire an NPC Response Event. The parameter should match the response rules concept that any nearby friendly NPCs will try to speak."
input ForceTriggerResponseEvent(string) : "Fire an NPC Response Event, and force the first available NPC to speak the response (breaking them out of any scene they're in). The parameter should match the response rules concept that any nearby friendly NPCs will try to speak."
input ForceTriggerResponseEventNoCancel(string) : "Fire an NPC Response Event, and force the first available NPC to speak the response (but don't break them out of any scene they're in). The parameter should match the response rules concept that any nearby friendly NPCs will try to speak."
ScriptStatus(choices) : "Actor is running a script?" : 2 =
[
0 : "No"
1 : "Yes"
2 : "Don't care"
]
RequiredTime(float) : "Required Time" : 0 : "Duration of time that all the conditions must be true"
MinTimeout(float) : "Minimum time out" : 0 : "Minimum time before OnConditionsTimeout is fired. 0 = never expire."
MaxTimeout(float) : "Maximum time out" : 0 : "Maximum time before OnConditionsTimeout is fired. 0 = ignore (If you don't specify a Maximum timeout, conditions will time out at exactly Minimum Time Out. If you DO specify a Maximum time out, timeout will occur randomly between Minimum and Maximum time out values.)"
ActorSeePlayer(choices) : "Actor Sees Player" : 2 =
[
0 : "No"
1 : "Yes"
2 : "Don't care"
]
PlayerActorProximity(float) : "Player distance" : 0 : "The distance the player must/must not be to the actor. Negative values for NOT, 0 for ignore."
PlayerActorFOV(float) : "Player FOV for Actor " : 360 : "Specify angle of view cone in degrees. Negative value = NOT"
PlayerActorFOVTrueCone(choices ) : "Play FOV to Actor is a true view cone" : 0 : "Player's view cone is evaluated as a true cone, not pie slice " =
[
0 : "No - Tall pie slice"
1 : "Yes - True view cone"
]
PlayerActorLOS(choices) : "Player has LOS to Actor" : 2 : "Checks that the player has clear Line of Sight to the Actor" =
[
0 : "No"
1 : "Yes"
2 : "Don't care"
]
target(target_destination) : "Target (Optional)" : : "Optional entity to include in conditions"
ActorSeeTarget(choices) : "Actor Sees Target" : 2 =
[
0 : "No"
1 : "Yes"
2 : "Don't care"
]
ActorTargetProximity(float) : "Target distance" : 0 : "The distance the actor must/must not be to the Target. Negative values for NOT, 0 for ignore."
PlayerTargetProximity(float) : "Player distance from Target" : 0 : "The distance the player must/must not be to the Target. Negative values for NOT, 0 for ignore."
PlayerTargetFOV(float) : "Player FOV for Target" : 360 : "Specify angle of view cone in degrees. Negative value = NOT"
PlayerTargetFOVTrueCone(choices ) : "Play FOV to Target is a true view cone" : 0 : "Player's view cone is evaluated as a true cone, not pie slice " =
[
0 : "No - Tall pie slice"
1 : "Yes - True view cone"
]
PlayerTargetLOS(choices) : "Player has LOS to Target" : 2 : "Checks that the player has clear Line of Sight to the Target" =
[
0 : "No"
1 : "Yes"
2 : "Don't care"
]
PlayerBlockingActor(choices) : "Player blocking Actor" : 2 : "Checks that the player is blocking the Actor's path" =
[
0 : "No"
1 : "Yes"
2 : "Don't care"
]
ActorInPVS(choices) : "Actor in Player's PVS" : 2 : "Checks that the actor is in the player's PVS" =
[
0 : "No"
1 : "Yes"
2 : "Don't care"
]
ActorInVehicle(choices) : "Actor in a vehicle" : 2 : "Checks the actor's state in a vehicle" =
[
0 : "No"
1 : "Yes"
2 : "Don't care"
]
PlayerInVehicle(choices) : "Player in a vehicle" : 2 : "Checks the player's state in a vehicle" =
"Grabs an NPC and makes them play a specified set of animations. The NPC can be told to move to the scripted sequence position or can "+
"be told to play the script wherever they currently are. "+
"Multiple scripted sequences of the same name will frame-synchronize in the action animation once all the actors have moved to position. "+
"This allows tight interaction between actors (one actor grabbing another, hitting them, etc.) The flow is as follows:\n\n"+
"1) Move to position using the specified movement animation. If 'Move to Position' is set to NONE, skip to step 2.\n"+
"2) If forced to wait for another actor to move to position, play the pre-action idle animation, otherwise skip to step 3. If there is no pre-action idle specified, ACT_IDLE is used.\n"+
"3) Fire the OnBeginSequence output.\n"+
"4) Play the action animation. If no action animation is specified, skip to step 5.\n"+
"5) Play the post-action idle animation. If none is specified, skip to step 6. If the 'Loop in Post Idle' spawnflag is set, keep playing the post-action idle until the script is cancelled. If no post-action idle animation is specified, ACT_IDLE is used.\n"+
"6) Fire the OnEndSequence output.\n"+
"7) If a next script to play is specified, hand the NPC to the next script and repeat this process for that script.\n\n"+
"The MoveToPosition input runs steps 1 and 2, then waits while playing the pre-action idle animation until the BeginSequence input is received.\n\n"+
"If the sequence has motion extraction in it, set the 'Don't Teleport NPC On End' spawnflag."
SetPlayerSquadAutosummon(choices) : "Player Squad Autosummon Allowed" : 1 : "Sets whether citizens are allowed to automatically follow the player again when they're at a command point and left alone for a while." =
SetLegacyFlashlight(choices) : "Legacy Flashlight" : : "Sets whether the EP2 flashlight or the original flashlight from HL2 and Episode One should be used. 'No' means use the EP2 version, 'Yes' means use the original flashlight, and 'Default' doesn't change anything." =
SetAllowSPRespawn(choices) : "Allow SP respawn" : 0 : "Allows players to respawn in singleplayer instead of being forced to reload the last save upon dying. Use OnPlayerSpawn in logic_playerproxy to fire an output each time the player respawns." =
@PointClass base(Targetname, Parentname, EnableDisable) sphere(SetRadius) = point_radiation_source : "Radiation source that trips the player's geiger counter. Does no actual damage."
control_volume(target_destination) : "Control Volume" : "" : "Name of a trigger the specifies the volume in which a player must be to control this tank."
// Mainly for use with 1009 team settings (game_team_master)
bullet_damage(string) : "Damage Per Bullet" : "0" : "If set to 0, it'll use the base weapon bullet's damage."
bullet_damage_vs_player(string) : "Damage Per Bullet Vs Player" : "0" : "If set to 0, it'll use the Damage Per Bullet value."
persistence(string) : "Firing persistence" : "1" : "(Seconds) How long to keep firing at last known position after lose sight of target"
persistence2(string) : "Firing persistence2" : "0" : "(Seconds) After lost enemy and persistence time has passed, how long to occasionally fire at enemy's last known position"
firespread(choices) : "Bullet accuracy" : 0 =
[
0: "Perfect Shot"
1: "Small cone"
2: "Medium cone"
3: "Large cone"
4: "Extra-large cone"
]
minRange(string) : "Minmum target range" : "0"
maxRange(string) : "Maximum target range" : "0"
_minlight(string) : "Minimum light level"
gun_base_attach(string) : "Gun Base Attachment" : "" : "If Parent is specified, this is the attachment point on the parent to aim from."
gun_barrel_attach(string) : "Gun Barrel Attachment" : "" : "If Parent is specified, this is the attachment point on the parent to fire from. If you specify this, you'll want to specify the Gun Base Attachment too."
gun_yaw_pose_param(string) : "Gun Yaw Pose Param" : "" : "If Parent + the Gun Pitch Pose Param is specified, then the gun itself will be invisible and the func_tank will steer a gun on the parent using the pose parameters."
gun_yaw_pose_center(float) : "Gun Yaw Pose Center" : "0" : "The center yaw pose parameter of the gun on the parent"
gun_pitch_pose_param(string) : "Gun Pitch Pose Param" : "" : "If Parent + the Gun Yaw Pose Param is specified, then the gun itself will be invisible and the func_tank will steer a gun on the parent using the pose parameters."
gun_pitch_pose_center(float) : "Gun Pitch Pose Center" : "0" : "The center pitch pose parameter of the gun on the parent"
ammo_count(integer) : "Ammunition Count" : -1 : "Only applies to player use. -1 = unlimited ammo."
LeadTarget(choices) : "Lead Target" : "No" =
[
0 : "No"
1 : "Yes"
]
npc_man_point(target_destination) : "NPC Man Point" : "" : "Point where NPC must stand to man this func_tank."
playergraceperiod(float) : "Post-NPC Attack Grace Period" : "0" : "If specified, NPC's manning this func tank won't fire at the player, after firing at a non-player, for this amount of time."
ignoregraceupto(float) : "Ignore Grace Upto" : "768" : "The player grace period is ignored if the player's under this distance from the func_tank."
playerlocktimebeforefire(float) : "Player Lock Time" : "0" : "The tank must have the player as a target for this amount of time before it's allowed to fire."
ShouldFindNPCs(choices) : "Automatically search for NPCs" : 1 : "If controllable by NPCs, sets whether we should automatically search for NPCs to use this func_tank or just wait for the player to set it. Identical to StartFindingNPCs and StopFindingNPCs." =
effecthandling(choices) : "Effect Handling" : 0 : "Special effect handling that influences sound and muzzle effects. Individual settings can override parts of it." =
TraceFilter(filterclass) : "Trace Filter" : "" : "Entities that pass this filter will be ignored by this func_tank while it's aiming."
DontHitController(choices) : "Don't hit controller" : 1 : "If enabled, bullets will not hit whoever is controlling this func_tank." =
[
0 : "No"
1 : "Yes"
]
ControllerGlued(choices) : "NPC controller glued" : 0 : "If enabled, NPCs that mount this func_tank will disregard certain conditions that cause it to dismount automatically, like damage from behind or enemies getting beyond reach. They will still dismount for things like grenades." =
[
0 : "No"
1 : "Yes"
]
PlayerBBoxDist(float) : "Player Crosshair Trace Offset" : "24" : "When a func_tank wants to aim at the player's crosshair, it draws a line to the point they're looking at. The line should start this many units ahead to avoid colliding with the player or any nearby objects. Decreasing the value is only recommended if 'Dont Hit Controller' is enabled."
input FindNPCToManTank(target_destination) : "Find a nearby NPC to man this func_tank."
input TeleportNPCToManTank(target_destination) : "Teleports the specified NPC to man this func_tank. The parameter cannot be blank and the chosen NPC will man the tank instantly."
input ForceNPCToManTank(target_destination) : "Forces the specified NPC to snap to manning this func_tank, regardless of the NPC's current position. They will still turn to face it."
-1: "Original (slightly smaller than medium cone)"
0: "Perfect Shot"
1: "Small cone"
2: "Medium cone"
3: "Large cone"
4: "Extra-large cone"
]
heavy_shot_spread(choices) : "Heavy shot accuracy" : 0 : "The accuracy for each 'heavy' shot, which fires at a specified interval." =
[
0: "Perfect Shot"
1: "Small cone"
2: "Medium cone"
3: "Large cone"
4: "Extra-large cone"
]
heavy_shot_interval(float) : "Heavy shot interval" : "0.2" : "The interval between each 'heavy' shot, which carries higher knockback and, by default, perfect accuracy. The vast majority of bullets that hit the enemy are these 'heavy' shots."
airboat_gun_model(target_destination) : "Airboat gun model (Obsolete)" : : "You can do everything and more with the parent now, so you'd be better off using regular func_tank parent behavior than this. It is still functional for legacy support."
use_damage_kv(choices) : "Use Damage KV" : 0 : "Allows this func_tankairboatgun to use the Bullet Damage keyvalues instead of the airboat gun's default damage." =
radius(float) : "Explosion Radius" : "0" : "The radius of each shell's explosion. Reflected in its effects as well as its damage. 0 = Default (350)"
trace_mask(choices) : "Trace Mask" : 16395 : "The mask to use for when the mortar is tracing attacks from above. Good for when you want the mortar to hit NPCs like striders." =
ControllableVersion(choices) : "Controllable Version" : 0 : "Enables a tweaked version of func_tank_combine_cannon that is designed to be controlled by players and NPCs." =
"A special kind of turret designed to fire outputs instead of bullets, functioning solely through the I/O system."
[
ShootsThroughWater(choices) : "Shoots through water" : 0 : "If enabled, this func_tanklogic will be allowed to trace through water. (as opposed to just hitting the surface)" =
[
0 : "No"
1 : "Yes"
]
output OnFire_BarrelPos(vector) : "Fires each time this func_tank would fire a bullet. Passes the barrel's current position."
output OnFire_ShootPos(vector) : "Fires each time this func_tank would fire a bullet. Passes the position which said bullet would hit, spread applied."
output OnFire_FirstEnt(ehandle) : "Fires each time this func_tank would fire a bullet. Passes the first entity that would be hit, if any."
output OnPlayerTouch(void) : "Fires when the player touches this object"
output OnCacheInteraction(void) : "This output fires when the player proves they have 'found' this item. Fires on: Player Touch (whether or not player actually acquires the item), Picked up by +USE, Picked up by Physcannon, Punted by Physcannon."
fademindist(float) : "Start Fade Dist/Pixels" : -1 : "Distance at which the prop starts to fade (<0 = use fademaxdist). If 'Screen Space Fade' is selected, this represents the number of pixels wide covered by the prop when it starts to fade."
fademaxdist(float) : "End Fade Dist/Pixels" : 0 : "Maximum distance at which the prop is visible (0 = don't fade out). If 'Screen Space Fade' is selected, this represents the *minimum* number of pixels wide covered by the prop when it fades."
fadescale(float) : "Fade Scale" : 1 : "If you specify a fade in the worldspawn, or if the engine is running under dx7, then the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified." +
" This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades." +
AmmoMultiplier(float) : "Ammo Multiplier" : "1.0" : "Multiplies the amount of ammo this item gives. Using a negative number directly sets it to that number, rather than multiplying it."
// Inputs
input SetAmmoMultiplier(float) : "Sets the multiplier for the amount of ammo this item gives."
@PointClass base(Item) studio("models/items/healthkit.mdl") = item_dynamic_resupply : "A dynamic item. When the player enters the PVS of this entity, " +
"it will determine the item most needed by the player, spawn one of those items, and remove itself. To determine which item the player most needs, it " +
"calculates which of the Desired Health/Armor/Ammo ratios the player is farthest from.\n\nIf the player is above all the desired levels, then no item " +
"will be spawned, unless this item_dynamic_resupply was created by an item_item_crate. In that case, a random piece of ammo used by a weapon, that " +
"the player has, will be spawned. If the 'Fallback to Health Vial' spawnflag is set, a health vial will be spawned instead of the ammo.\n\nBy default, " +
"the item_dynamic_resupply uses the values inside the Master resupply, instead of using it's own values. This makes it easy to tweak the desired " +
"loadout of many resupplies. The BecomeMaster input allows you to switch Masters dynamically as the level progresses."
DesiredHealth(float) : "Desired Health Ratio" : "1" : "A ratio from 0 to 1. Attempt to fill the player up to this percentage of his max health."
DesiredArmor(float) : "Desired Armor Ratio" : "0.3" : "A ratio from 0 to 1. Attempt to fill the player up to this percentage of his max armor."
DesiredAmmoPistol(float) : "Desired Pistol Ammo Ratio" : "0.5" : "A ratio from 0 to 1. Attempt to fill the player up to this percentage of his max ammo carrying capacity."
DesiredAmmoSMG1(float) : "Desired SMG1 Ammo Ratio" : "0.5" : "A ratio from 0 to 1. Attempt to fill the player up to this percentage of his max ammo carrying capacity."
DesiredAmmoSMG1_Grenade(float) : "Desired SMG1 Grenade Ammo Ratio" : "0.1" : "A ratio from 0 to 1. Attempt to fill the player up to this percentage of his max ammo carrying capacity."
DesiredAmmoAR2(float) : "Desired AR2 Ammo Ratio" : "0.4" : "A ratio from 0 to 1. Attempt to fill the player up to this percentage of his max ammo carrying capacity."
DesiredAmmoBuckshot(float) : "Desired Shotgun Ammo Ratio" : "0.5" : "A ratio from 0 to 1. Attempt to fill the player up to this percentage of his max ammo carrying capacity."
DesiredAmmoRPG_Round(float) : "Desired RPG Ammo Ratio" : "0" : "A ratio from 0 to 1. Attempt to fill the player up to this percentage of his max ammo carrying capacity."
DesiredAmmoGrenade(float) : "Desired Grenade Ammo Ratio" : "0.1" : "A ratio from 0 to 1. Attempt to fill the player up to this percentage of his max ammo carrying capacity."
DesiredAmmo357(float) : "Desired 357 Ammo Ratio" : "0" : "A ratio from 0 to 1. Attempt to fill the player up to this percentage of his max ammo carrying capacity."
DesiredAmmoCrossbow(float) : "Desired Crossbow Ammo Ratio" : "0" : "A ratio from 0 to 1. Attempt to fill the player up to this percentage of his max ammo carrying capacity."
DesiredAmmoAR2_AltFire(float) : "Desired AR2 Alt-fire Ammo Ratio" : "0" : "A ratio from 0 to 1. Attempt to fill the player up to this percentage of his max ammo carrying capacity."
// Inputs
input CalculateType(void) : "Force the dynamic resupply to calculate which item it should spawn."
input BecomeMaster(void) : "Make this resupply the master resupply. All other resupplies set to Use Master's Values will now use this resupply's values."
skin(integer) : "Skin" : 0 : "The ''Empty'' ammo crate can use multiple skins based on other crates. Changing the skin might be reflected in the viewport, but it will only apply to the empty ammo crate."
model(studio) : "Model" : "models/items/item_item_crate.mdl" : "The model of this item_item_crate. Only works when this crate's appearance is set to use a custom model."
SpecificResupply(target_destination) : "Specific resupply/Target template" : "" : "If item type is item_dynamic_resupply, specify a specific one to use instead of the master. If the crate contains a point_template, this is required to specify which point_template to spawn."
input SetContents(string) : "Sets the crate's contents. (e.g. its specified item)"
input SetItemCount(string) : "Sets the item count."
input MergeContentsWithPlayer(target_destination) : "Gives whatever the crate contains to a player without doing anything to the crate itself. NOTE: This does not actually change the crate's contents on its own, if you want the crate to be empty after merging with a player, you must use SetItemCount or SetContents as well. (this input is also currently unsupported with template crates)"
output OnHealthChanged(float) : "Fires when the health of this breakable changes, passing the new value of health as a percentage of max health, from [0..1]."
output OnCacheInteraction(void) : "This output fires when the player proves they have 'found' this crate. Fires on: Picked up by +USE, Picked up by Physcannon, Punted by Physcannon, Broken."
//@PointClass base(item_item_crate) studioprop() = item_item_crate_custom : "Identical to item_item_crate, except a 'Model' keyvalue is added for convenience when using a custom model." +
// "Its classname is changed back to item_item_crate upon spawning and this entity is only necessary when using the 'Custom Model' crate appearance."
//[
// model(studio) : "Model" : "models/items/item_item_crate.mdl" : "The model of this item_item_crate. Only works when this crate's appearance is set to use a custom model."
Charge(integer) : "Juice" : 0 : "Overrides the amount of suit power this charger contains. Use 0 for the default charge, which is usually the maximum juice. Use -1 if you want the charger to start empty."
MaxCharge(integer) : "Max Juice" : 0 : "Overrides the maximum suit power this charger contains. Use 0 for the default charge, 75."
SetIncrementValue(integer) : "Increment Health" : 0 : "How much charge should be given each 'increment', or each tenth-of-a-second interval in which the player is given health while using this charger. Juice is also decreased accordingly. Use 0 for the default increment, 1."
// Inputs
input Recharge(void) : "Recharge to full"
input SetCharge(integer) : "Sets the *maximum* charge, refilling the charger in the process."
input SetChargeNoMax(float) : "Sets the charger's current juice without doing anything with the maximum."
input SetIncrementValue(integer) : "Sets the charger's increment value."
Charge(integer) : "Juice" : 0 : "Overrides the amount of suit power this charger contains. Use 0 for the maximum juice. (which is normally 75) Use -1 if you want the charger to start empty."
MaxCharge(integer) : "Max Juice" : 0 : "Overrides the maximum suit power this charger contains. Use 0 for the default charge, which varies based on this entity's spawnflags. (Normal = 75, Citadel = 500, Kleiner = 25)"
SetIncrementValue(integer) : "Increment Armor" : 0 : "How much charge should be given each 'increment', or each tenth-of-a-second interval in which the player is given suit armor while using this charger. Juice is also decreased accordingly. Use 0 for the default increment. (Normal = 1, Citadel = 10)"
SetAmmo1(integer) : "Ammo 1 Override" : 0 : "Overrides the amount of primary ammo this weapon has. Be sure to set 'Preserve ammo values when picked up' for this to be maintained upon pickup."
SetAmmo2(integer) : "Ammo 2 Override" : 0 : "Overrides the amount of secondary ammo this weapon has. Be sure to set 'Preserve ammo values when picked up' for this to be maintained upon pickup."
// Inputs
input EnablePlayerPickup(void) : "Enables player pickup if it was previously disabled."
input DisablePlayerPickup(void) : "Disables player pickup if it was previously enabled."
input EnableNPCPickup(void) : "Enables NPC pickup if it was previously disabled."
input DisableNPCPickup(void) : "Disables NPC pickup if it was previously enabled."
input BreakConstraint(void) : "Breaks the constraint on this weapon if it started constrained."
input SetAmmo1(integer) : "Sets the amount of primary ammo stored in this weapon."
input SetAmmo2(integer) : "Sets the amount of secondary ammo stored in this weapon."
input ForcePrimaryFire(void) : "Forces the weapon to fire its primary attack."
input ForceSecondaryFire(void) : "Forces the weapon to fire its secondary attack. Whether or not it actually fires a secondary attack depends on the weapon and who owns it."
output OnPlayerUse(void) : "Fires when the player +uses this weapon"
output OnPlayerPickup(void) : "Fires when the player picks up this weapon"
output OnNPCPickup(void) : "Fires when an NPC picks up this weapon"
output OnCacheInteraction(void) : "Fires when the player 'proves' they've found this weapon. Fires on: Player Touch, +USE pickup, Physcannon pickup, Physcannon punt."
fademindist(float) : "Start Fade Dist/Pixels" : -1 : "Distance at which the prop starts to fade (<0 = use fademaxdist). If 'Screen Space Fade' is selected, this represents the number of pixels wide covered by the prop when it starts to fade."
fademaxdist(float) : "End Fade Dist/Pixels" : 0 : "Maximum distance at which the prop is visible (0 = don't fade out). If 'Screen Space Fade' is selected, this represents the *minimum* number of pixels wide covered by the prop when it fades."
fadescale(float) : "Fade Scale" : 1 : "If you specify a fade in the worldspawn, or if the engine is running under dx7, then the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified." +
" This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades." +
@PointClass base(Weapon) studio("models/weapons/w_slam.mdl") sphere(fademindist) sphere(fademaxdist) = weapon_slam: "A tripmine/satchel hybrid from HL2:MP.\n\nCome on and slam, and welcome to the jam!\nCome on and slam, if you wanna jam!" []
vscripts_client(string) : "Client-side Entity Scripts" : "" : "Name(s) of script files that are executed on the client. Weapons need to have a clientside counterpart for prediction in multiplayer, but this is not needed in singleplayer mapping."
weapondatascript_name(string) : "Weapon Script Name" : "" : "Name of the weapon script this entity should use. Uses the classname (weapon_custom_scripted1) by default."
filtername(filterclass) : "Filter Name" : : "Filter to use to see if activator triggers me. See filter_activator_name for more explanation."
SetGravityScale(float) : "Scale gravity of objects in the field." : "1.0"
input SetGravityScale(float) : "Scale gravity of objects in the field."
SetAdditionalAirDensity(float) : "Additional air density for drag" : "0"
input SetAdditionalAirDensity(float) : "Additional air density for drag"
SetVelocityLimit(float) : "Max velocity in field (0 disables)" : "0.0"
input SetVelocityLimit(float) : "Max velocity in field."
SetVelocityLimitDelta(float) : "Max amount to reduce velocity per second when it exceeds the velocity limit (0 disables)" : "0.0"
input SetVelocityLimitDelta(float) : "Max amount to reduce velocity per second"
input SetVelocityLimitTime(string) : "Accepts two arguments: the first is the new velocity limit, the second is the time it takes to ramp to that value"
AdditionalButtons(integer) : "Additional Buttons" : 0 : "Additional buttons to suppress, other than those listed in the spawnflags. Advanced users only."
ResumeSceneFile(scene) : "Resume scene file/concept" : : "An optional scene file or response concept to play before resuming the scene when it's interrupted. (Response concepts must select a scene file!)"
busyactor(choices) : "If an Actor is talking..." : 1 : "What to do if an actor this scene needs is already talking when this scene is told to start." =
[
0: "Start immediately"
1: "Wait for actor to finish"
2: "Interrupt at next interrupt event"
3: "Cancel at next interrupt event"
]
// Inputs
input Start(void) : "Starts playback of the scene file"
input Pause(void) : "Pauses playback of the scene file"
input Resume(void) : "Resumes playback of the scene if it has been paused"
input Cancel(void) : "Cancels playback of the scene"
input CancelAtNextInterrupt(void) : "Cancels playback of the scene at the next interrupt event in the scene."
input PitchShift(float) : "Multiplies the the pitch"
input InterjectResponse(string) : "Finds an actor who can respond to the specified concept string while the scene continues playing"
input StopWaitingForActor(void) : "Stop waiting on an actor to stop talking."
"Manages a list of logic_choreographed_scene entities. Store choreo scenes in them in order that they will be played by other inputs. Whenever a scene plays, the manager will remove all scenes before that one in the list. The name of another logic_scene_list_manager can be entered in a slot instead of an invididual scene, which will cause all scenes in that manager to be removed when a later scene in this list is played."
[
scene0(target_destination) : "Scene 1" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager."
scene1(target_destination) : "Scene 2" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager."
scene2(target_destination) : "Scene 3" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager."
scene3(target_destination) : "Scene 4" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager."
scene4(target_destination) : "Scene 5" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager."
scene5(target_destination) : "Scene 6" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager."
scene6(target_destination) : "Scene 7" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager."
scene7(target_destination) : "Scene 8" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager."
scene8(target_destination) : "Scene 9" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager."
scene9(target_destination) : "Scene 10" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager."
scene10(target_destination) : "Scene 11" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager."
scene11(target_destination) : "Scene 12" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager."
scene12(target_destination) : "Scene 13" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager."
scene13(target_destination) : "Scene 14" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager."
scene14(target_destination) : "Scene 15" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager."
scene15(target_destination) : "Scene 16" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager."
// Inputs
input Shutdown(void) : "Remove the manager and all scenes referenced by it (and all scenes referenced by logic_scene_list_manager's embedded in this one)."
locationproxy(target_destination) : "Location Proxy" : "" : "The name of an entity to use as a proxy to determine the location at which to make the sound. If you specify an entity here, the sound will be made at that entity's location (!player included)"
target(target_destination) : "Sound Owner" : "" : "An optional entity to use that the sound doesn't emit from, but is specified as the 'owner'. This is needed for certain sound contexts and other miscellaneous stuff. If not specified, the ai_sound will be used as the owner."
@PointClass base(Targetname, Parentname, Angles, BaseFadeProp) sphere(fademindist) sphere(fademaxdist) studio("models/props_combine/combine_mine01.mdl") = combine_mine : "A bouncing Combine mine. Mapbase adds a few new I/O/KV, but probably not enough."
ExplosionDelay(float) : "Delay" : "0.5" : "The delay after being triggered before this mine bounces, or before it explodes if bouncing is disabled. Does not apply to the cavern type."
LockSilently(choices) : "Lock Silently" : 1 : "Prevents the mine from making any clamping sound when it plants itself for the first time, after which it makes sound again." =
CheapWarnSound(choices) : "Cheap Warn Sound" : 0 : "Makes the mine's warn sound use generic sound methods instead of a sound patch, which is cheaper and doesn't continuously take up audio channels. Use this for areas with tons of active mines." =
Modification(choices): "Citizen modified" : 0 : "'Normal' is default Combine behavior. 'Cavern' detonates earlier in its jump, and has a different default skin." =
enemyfilter(filterclass) : "Enemy Filter" : : "Makes this combine_mine target specific NPCs as enemies. It will also use its default targets unless ''Filter Exclusive'' is enabled."
friendfilter(filterclass) : "Friend Filter" : : "Makes this combine_mine target specific NPCs as friends. It will also use its default targets unless ''Filter Exclusive'' is enabled."
FilterExclusive(choices): "Filter Exclusive" : 0 : "If enabled, the filters will be the exclusive factor in determining whether a mine is friendly or hostile towards a target. Entities that pass neither filter will be ignored by the mine." =
LOSMask(choices) : "LOS method" : 16395 : "Controls what the mine can't see through when looking for enemies. Useful for when you want mines to see through grates and fences." =
PlantOrientation(angle) : "Plant Orientation (Pitch Yaw Roll)" : "-90 0 0" : "Sets a custom angle for the mine to consider ''upright'' for planting itself."
RenderTarget(choices) : "Render target" : "" : "Makes this camera target a specific RT texture instead of just _rt_Camera, allowing for multiple active point_cameras. Monitors for this camera must use materials which draw the target texture. You can manually type in any RT texture name if you know what you're doing." =
[
"_rt_Camera" : "_rt_Camera (default)"
"_rt_Camera0" : "_rt_Camera0"
"_rt_Camera1" : "_rt_Camera1"
"_rt_Camera2" : "_rt_Camera2"
"_rt_WaterReflection" : "_rt_WaterReflection (requires no nearby water/mirrors)"
"_rt_WaterRefraction" : "_rt_WaterRefraction (requires no nearby water/mirrors)"
VehicleLocked(choices) : "Start locked" : 1 : "APCs cannot be properly controlled by players, at least not by default. It's best to keep this locked." =
model(studio) : "World model" : "models/buggy.mdl" : "Use jalopy.mdl if you're using Episodic. If you want to use the original HL2 buggy in Episodic, use prop_vehicle_jeep_old."
input DisablePhysGun(void) : "Disable physgun interactions with the jeep."
input EnablePhysGun(void) : "Enable physgun interactions with the jeep (default)."
input CreateLinkController(void) : "Automatically builds and attaches a link controller to the car, which cuts the node connections under the car while the car is standing still."
input DestroyLinkController(void) : "Destroys the link controller created by CreateLinkController."
NoHazardLights(choices) : "No Hazard Lights" : 0 : "Stops the jalopy's hazard lights from turning on and flashing when the player exits the vehicle." =
input ForcePlayerIn(string) : "Force the player into the vehicle. The animation to use can be specified in the parameter. Without a parameter, the player just teleports."
input ForcePlayerOut(void) : "Force the player out of the vehicle."
@PointClass base(Angles,Targetname,Parentname) = script_tauremoval : "Script: Custom entity used to handle the tau removal sequence in coast. (unused)"
[
vortigaunt(target_destination) : "Vortigaunt to use"
// Inputs
input StartScript(void) : "Start the script."
input RemoveTau(void) : "Start removing the Tau cannon now."
]
@PointClass base(Targetname) = script_intro : "Script: Custom entity used to handle the intro sequence."
[
// Inputs
input Activate(void) : "Take control of the player's view and start blending the two scenes."
input Deactivate(void) : "Stop controlling the view."
DrawSky(choices) : "Draw skybox" : 0 : "Allows the skybox to be drawn while the script_intro is active. Drawing the skybox *might* break the VortWarp shader used by the transcending vortigaunts in EP1/EP2." =
[
0 : "No"
1 : "Yes"
]
DrawSky2(choices) : "Draw skybox in camera view" : 0 : "Allows the skybox to be drawn in the second view. Otherwise draws a solid white background." =
UseEyePosition(choices) : "Use camera's eye position" : 0 : "Uses the camera view entity's eye position instead of its origin. Intended to be used with info_player_view_proxy." =
[
0 : "No"
1 : "Yes"
]
]
@PointClass base(Targetname) iconsprite("editor/info_target.vmt") = info_player_view_proxy : "Copies a player's view as if they're at a different position. Intended to be used with script_intro."
[
Enabled(choices) : "Start Activated" : 0 : "Starts with position offsetting enabled." =
[
0 : "No"
1 : "Yes"
]
MeasureReference(target_destination) : "Measure Reference" : "" : "Used for logic_measure_movement-based offsetting. The movement of the player will be measured relative to this entity."
TargetReference(target_destination) : "Movement Reference" : "" : "Used for logic_measure_movement-based offsetting. The info_player_position_offset will move relative to this entity."
TargetScale(float) : "Movement scale" : "1" : "Used for logic_measure_movement-based offsetting. This is a scale to *divide* the measured movements by before applying those movements to this entity."
@PointClass base(Targetname) iconsprite("editor/info_target.vmt") = info_teleporter_countdown : "Countdown timer for the teleporter. The status of the teleporter will appear on vgui_screen entities whose panel is 'teleport_countdown_screen'."
[
// Inputs
input StartCountdown(float) : "Starts the teleporter countdown. Requires an argument which is the number of seconds for the countdown."
input StopCountdown(void) : "Stops the countdown permanently"
input Disable(void) : "Pauses the countdown due to a temporary malfunction. A warning sign will appear on the linked vgui screens."
input Enable(void) : "Restarts the countdown since the malfunction is finished."