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."
]
@BaseClass base(BaseNPC) = PlayerCompanion
[
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."
input GiveWeapon(string) : "Gives the NPC a weapon of the specified entity name."
input SetReadinessPanic(void) : "Set readiness to panic state (Special)"
input SetReadinessLow(void) : "Set readiness to calmest state (Bored)"
input SetReadinessMedium(void) : "Set readiness to moderate (Alert)"
input SetReadinessHigh(void) : "Set readiness to highest. (Combat imminent)"
input LockReadiness(float) : "Lock readiness at current setting for x seconds -1 = forever, 0 = unlock now"
input ClearAllOutputs(void) : "Obliterate every output that this NPC has."
output OnWeaponPickup(void) : "Fires when this NPC picks a weapon off the ground or a gun rack."
]
@BaseClass base(BaseNPC ) = RappelNPC
[
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"
]
@BaseClass = AlyxInteractable
[
// Outputs
output OnAlyxStartedInteraction(void) : "Fired when Alyx begins to interact with this entity."
output OnAlyxFinishedInteraction(void) : "Fired when Alyx has finished interacting with this entity."
input InteractivePowerDown(void) : "Shutdown this target."
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)"
launchconenoise(float) : "Noise to launch direction" : "0.0" : "Noise in degrees added to the launch direction."
bullseyename(string) : "Name of bullseye" : "" : "If you select the Attach Bullseye spawnflag, you may specify a name here which will be given to the bullseye."
maxballbounces(integer) : "Max number of bounces" : 8 : "Maximum number of bounces the balls are allowed to do before they are removed."
spawnflags(Flags) =
[
1 : "Attach Bullseye" : 0
2 : "Balls should collide against player" : 0
]
// Inputs
input LaunchBall(void) : "Launch a ball from the spawner."
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."
input SetDefaultTargetEntity(string) : "Sets the entity for the camera to track when it has nothing better to track, by name."
input SetTargetEntity(string) : "Sets the entity for the camera to track now, by name."
input SetAngry(void) : "Causes the camera to become angry as if it has seen something upsetting."
input SetIdle(void) : "Causes the camera to calm down if it is angry."
output OnFoundPlayer(string) : "Fired when the player is spotted within the inner radius"
output OnFoundEnemy(void) : "Fired when a non-player enemy is spotted within the inner radius."
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." =
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 SweepTargetHighestPriority(string) : "Drop everything and sweep this target!"
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(string) : "Sets a shove target to attack"
input SetChargeTarget(string) : "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)"
input ClearChargeTarget(void) : "Clear the charge target"
input SetCoverFromAttack(integer) : "Sets whether or not the creature will protect itself from attacks"
input Ragdoll(void) : "Causes the antlion guard to die, regardless of health"
input EnableBark(void) : "Allow the antlion guard to try and summon antlions"
input DisableBark(void) : "Stop the antlion guard from trying to summon antlions"
input InvestigateHint(string) : "Sniff around at a hint group until told otherwise"
input StopInvestigating(void) : "Stop trying to sniff out the player"
input EnablePreferPhysicsAttack(void) : "Prefer to use physics attacks if at all possible, even when inside a cavern."
input DisablePreferPhysicsAttack(void) : "Do not prefer to use physics attacks if at all possible, even when inside a cavern."
// Outputs
output OnSeeHiddenPlayer(void) : "Fires when the current enemy is seen while trying to hide"
output OnSmellHiddenPlayer(void) : "Fires when the current enemy is smelled while trying to hide"
output OnSummon(void) : "Antlion guard is attempting to summon antlions"
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
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"
output OnLostEnemies(void) : "Fires when the enemy finder has no enemies."
output OnAcquireEnemies(void) : "Fires when the enemy finder acquires enemies."
]
@NPCClass base(Parentname, BaseNPC) size(-16 -16 -16, 16 16 16) color(255 150 0) = npc_enemyfinder_combinecannon : "EnemyFinder Specifically for use with func_tank_combine_cannon"
[
spawnflags(flags) =
[
65536 : "Check Visibility" : 1
131072 : "APC Visibility checks" : 0
262144 : "Short memory" : 0
524288 : "Can be an enemy" : 0
]
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."
//Inputs
input RemoveFromPlayerSquad(void) : "Remove from player squad, instantly."
usemarch(choices) : "Walk Easy" : "0" : "When true, will use a variety of more casual walking animations instead of the standard walk. For use in crowds. WARNING: this animation only has a north component. For use under very special circumstances only." =
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"
"A smaller, faster, strider that can pursue the player into buildings."
[
FollowTarget(target_destination) : "Strider to Follow" : "" : "The name of the strider that this hunter should follow."
// Inputs
input FollowStrider(target_destination) : "Sets the name of the strider that this hunter should follow."
input SetMinigunTime(float) : "Time to shoot at any set minigun target."
input SetMinigunTarget(string) : "Hunter will shoot minigun at the named target."
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."
input UseSiegeTargets(string) : "Pass in the name of info_targets to shoot at when I can't shoot at the player."
levitategoal_bottom(target_destination) : "Levitation Goal Bottom" : "" : "Objects will levitate at least this high"
levitategoal_top(target_destination) : "Levitation Goal Top" : "" : "Objects will levitate at least this high"
staging_ent_names(string) : "Staging Position Names" : "" : "All entities with this name will be considered staging positions for the throw behavior."
priority_grab_name(string) : "Priority Name For Grabbing" : "" : "If any entities named this are present, the advisor will preferentially pick them up for throwing at the player."
output OnPickingThrowable(void) : "Fires just before I pick something to hurl"
output OnThrowWarn(void) : "Fires when I trigger the warning green glow before tossing"
output OnThrow(void) : "Fires just after I throw something"
output OnHealthIsNow(integer) : "When I am damaged, my hitpoints thereafter"
input SetThrowRate(float) : "Advisor will throw an object once per this many seconds (plus a little more)"
input WrenchImmediate(string) : "Advisor will immediately start levitating all objects with this name"
input SetStagingNum(integer): "Advisor will stage this many objects at once, then barrage the player."
input PinPlayer(string) : "Advisor will wrench the player to this point in the air. Use a null param to let go."
input BeamOn(string) : "Start a psychic-TK effect beam from the advisor to the specified object. You must remember to turn it off later."
input BeamOff(string) : "Turn off a psychic-TK effect beam from the advisor to the specified object."
input ELightOn(void) : "Turn on an entity light at my location. Please remember to turn this off."
input ELightOff(void) : "Turn off my entity light."
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)." =
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"
// Outputs
output OnLaunched(string) : "Fired when the canister is launched"
output OnImpacted(void) : "Fires when canister hits the ground"
output OnOpened(void) : "Fires when canister has finished opening"
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 ExtractBugbait(string) : "Causes the vortigaunt to extract bugbait from the named target passed in."
input ChargeTarget(string) : "Force the vortigaunt to charge the named target."
input EnableHealthRegeneration(void) : "Allow the vortigaunt to start regenerating his health over time, like vital allies."
input DisableHealthRegeneration(void) : "Stop the vortigaunt from regenerating his health. (Default behavior)"
"models/combine_strider_vsdog.mdl" : "The Strider that fights Dog"
]
spawnflags(Flags) =
[
65536 : "Can Stomp Player" : 0
131072 : "Minimal damage taken from NPCs (1 point per missile)" : 0
]
//Inputs
input SetMinigunTime(float) : "Time to shoot at any set minigun target"
input SetMinigunTarget(string) : "Strider will shoot minigun at this"
input DisableMinigun(void) : "Disables the minigun until further notice by the EnableMinigun input."
input EnableMinigun(void) : "Enables the minigun if it was disabled by the DisableMinigun input."
input SetCannonTarget(string) : "Strider will shoot cannon at this"
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."
input Stand(void) : "Stand up from crouch"
input DisableCrouchWalk(void)
input EnableCrouchWalk(void)
input SetTargetPath(string) : "Set a path for the strider to patrol. The strider will first move to the closest point on the path"
input ClearTargetPath(void) : "Clear the strider patrol path"
input EnableAggressiveBehavior(void) : "Use aggressive behavior. Fire faster, more frequently"
input DisableAggressiveBehavior(void) : "Stop using aggressive behavior. (Revert to normal)"
input StopShootingMinigunForSeconds(float) : "Stop shooting the minigun for a period of time (specify seconds as parameter)"
input DisableCrouch(void) : "Prevent the Strider from crouching"
input DisableMoveToLOS(void) : "Prevent the Strider from seeking Line of Sight to target. (Hold position)"
input DisableCollisionWith(string) : "Disable collision with a given object."
input EnableCollisionWith(string) : "Reenable collision with a given object."
input ScaleGroundSpeed(float) : "Scale the movement speed of the strider"
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"
Invulnerable(Choices) : "Invulnerable" : 0 =
[
0 : "No"
1 : "Yes"
]
CrateType(Choices) : "Crate Type" : 2 =
[
-3 : "Jeep (No crate)"
-2 : "APC (No crate)"
-1 : "Strider (No crate)"
0 : "Roller Hopper"
1 : "Soldier Crate"
2 : "None"
]
// Inputs
input LandLeaveCrate(integer) : "Land, drop soldiers, and leave the crate behind. Specify the number of troops to drop off in the parameter."
input LandTakeCrate(integer) : "Land, drop soldiers, but don't leave the crate behind. Specify the number of troops to drop off in the parameter."
input DropMines(integer) : "Drop Rollermines. Specify the number of mines to drop in the parameter."
input DropStrider(void) : "Drop the Strider you're carrying. Now."
input DropAPC(void) : "Drop the APC you're carrying. Now."
input Hover(target_destination) : "Hover over a named target entity until told to fly to a path."
input Pickup(string) : "Pickup an entity."
input SetLandTarget(string) : "Set my land target name."
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."
GracePeriod(float) : "Grace Period" : "2.0" : "Time in seconds the helicopter has to see the player before he starts shooting"
PatrolSpeed(float) : "Patrol Speed" : "0" : "Speed at which the helicopter moves if he has no enemy."
noncombat(choices) : "Non-combat (Do not precache gibs)" : "No" =
[
0 : "No"
1 : "Yes"
]
// Inputs
input GunOn(void) : "GunOn"
input GunOff(void) : "GunOff"
input MissileOn(void) : "MissileOn"
input MissileOff(void) : "MissileOff"
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"
input InspectTargetPhoto(string) : "Tells the scanner to photograph the given entity, named by classname or by target name. !activator or !player works here also."
input InspectTargetSpotlight(string) : "Tells the scanner to spotlight the given entity, named by classname or by target name. !activator or !player works here also."
input InputSetFlightSpeed(integer) : "Sets the flight speed of the scanner"
input InputShouldInspect(integer) : "Set whether should inspect or not"
input SetFollowTarget(string) : "Set target to follow until told otherwise"
input ClearFollowTarget(void) : "Stop following our target"
input SetDistanceOverride(float) : "Override the distance the scanner will attempt to keep between inspection targets and itself"
input InspectTargetPhoto(string) : "Tells the scanner to photograph the given entity, named by classname or by target name. !activator or !player works here also."
input InspectTargetSpotlight(string) : "Tells the scanner to spotlight the given entity, named by classname or by target name. !activator or !player works here also."
input InputSetFlightSpeed(integer) : "Sets the flight speed of the scanner"
input InputShouldInspect(integer) : "Set whether should inspect or not"
input SetFollowTarget(string) : "Set target to follow until told otherwise"
input ClearFollowTarget(void) : "Stop following our target"
input SetDistanceOverride(float) : "Override the distance the scanner will attempt to keep between inspection targets and itself"
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(string) : "Sets the target entity for dog to pickup."
input StartCatchThrowBehavior(string) : "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(string) : "Stop the catch and throw behavior."
input PlayerPickupObject(void) : "Tells d0g the physgun just picked up an object."
input StartWaitAndCatch(void) : "Tells d0g to wait for the player to throw an object at him."
input StopWaitAndCatch(void) : "Tells d0g to stop waiting for the player."
input SetThrowArcModifier(float) : "Used to pass in a modifier for d0g's object flight arc."
input SetThrowTarget(string) : "Set d0g's throw target (pass in !player if you want the player)"
input TurnBoneFollowersOff(void) : "Turn dog's bone followers off"
input TurnBoneFollowersOn(void) : "Turn dog's bone followers on"
// Outputs
output OnDogThrow(void) : "Fires when dog throws an object."
output OnDogPickup(void) : "Fires when dog picks up an object."
output OnDogCatch(void) : "Fires when dog catches an object."
2048 : "Try to spawn close to the current target" : 0
4096 : "Pick a random fight target" : 0
8192 : "Try to play blocked effects near the player" : 0
]
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."
spawntarget(string): "Spawn target" : "" : "Targetname of the entity to try and spawn near."
fighttarget(string): "Fight target" : "" : "Targetname of an entity used as a goal for the children to fight to."
followtarget(string): "Follow target" : "" : "Targetname of an entity used as a goal for the children to follow."
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."
// Inputs
input SetFightTarget(string) : "Sets the target entity for children to fight to."
input ClearFightTarget(void) : "Clears the fight target goal for this spawner."
input SetFollowTarget(string) : "Sets the target entity for children to follow."
input ClearFollowTarget(void) : "Clears the follow target goal for this spawner."
input SetSpawnRadius(float) : "Sets the Spawn Radius."
input AddToPool(integer) : "Add the number of antlions specified in the parameter to the pool."
input SetMaxPool(integer) : "Set the maximum number of antlions allowed in the pool at any time. Setting it to 0 turns off the pool behavior."
input SetPoolRegenAmount(integer) : "Set the number of antlions added to the pool every time it regenerates."
input SetPoolRegenTime(float) : "Set the time interval between pool regeneration ticks."
input ChangeDestinationGroup(string) : "Change the spawn group for this spawner."
// Outputs
output OnAllBlocked(void) : "Fires when all the hint nodes are blocked."
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."
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 =
[
0 : "No"
1 : "Yes"
]
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."
// Outputs
output OnBeginSequence(void) : "Fires when the action animation begins playing."
output OnEndSequence(void) : "Fires when the action animation completes."
output OnCancelSequence(void) : "Fires when the sequence is cancelled."
output OnCancelFailedSequence(void) : "Fires when the sequence is cancelled without ever playing (OnCancelSequence will also fire)."
output OnScriptEvent01(void) : "Fires when a 'trigger' anim event occurs while playing the script. Use { event 1003 framenum 1 } in the QC."
output OnScriptEvent02(void) : "Fires when a 'trigger' anim event occurs while playing the script. Use { event 1003 framenum 2 } in the QC."
output OnScriptEvent03(void) : "Fires when a 'trigger' anim event occurs while playing the script. Use { event 1003 framenum 3 } in the QC."
output OnScriptEvent04(void) : "Fires when a 'trigger' anim event occurs while playing the script. Use { event 1003 framenum 4 } in the QC."
output OnScriptEvent05(void) : "Fires when a 'trigger' anim event occurs while playing the script. Use { event 1003 framenum 5 } in the QC."
output OnScriptEvent06(void) : "Fires when a 'trigger' anim event occurs while playing the script. Use { event 1003 framenum 6 } in the QC."
output OnScriptEvent07(void) : "Fires when a 'trigger' anim event occurs while playing the script. Use { event 1003 framenum 7 } in the QC."
output OnScriptEvent08(void) : "Fires when a 'trigger' anim event occurs while playing the script. Use { event 1003 framenum 8 } in the QC."
"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" =
[
0 : "No"
1 : "Yes"
]
spawnflags(flags) =
[
1 : "Notify subject of target's location" : 0
2 : "Notify target of subject's location" : 0
]
// Inputs
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."
maxallies(integer) : "Maximum number of allies" : 5
maxmedics(integer) : "Maximum number of medics" : 1
// Inputs
input SetMaxAllies(integer) : "Set maximum number of allies"
input SetMaxMedics(integer) : "Set maximum number of medic allies"
input Replenish(void) : "Replenish player allies"
// Outputs
output SpawnMedicAlly(void) : "Spawn Medic Ally"
output SpawnAlly0(void) : "Spawn Ally 0"
output SpawnAlly1(void) : "Spawn Ally 1"
output SpawnAlly2(void) : "Spawn Ally 2"
output SpawnAlly3(void) : "Spawn Ally 3"
output SpawnAlly4(void) : "Spawn Ally 4"
output SpawnAlly5(void) : "Spawn Ally 5"
output SpawnAlly6(void) : "Spawn Ally 6"
output SpawnAlly7(void) : "Spawn Ally 7"
output SpawnAlly8(void) : "Spawn Ally 8"
output SpawnAlly9(void) : "Spawn Ally 9"
output OnZeroAllies(void) : "Fires when there are no more allies"
output OnZeroMedicAllies(void) : "Fires when there are no more allies"
]
@BaseClass base(Targetname) = LeadGoalBase
[
actor(target_name_or_class) : "Actor(s) to affect"
goal(string) : "Target Entity"
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."
// Spawnflags
spawnflags(Flags) =
[
1 : "No def success" : 0
2 : "No def failure" : 0
4 : "Use goal facing" : 1
]
// Inputs
input Activate( void ) : "Begin the leading behavior"
input Deactivate( void ) : "Stop the leading behavior"
input SetSuccess( void ) : "Notify success of leading"
input SetFailure( void ) : "Notify failure of leading"
// Outputs
output OnArrival( void ) : "Fires when NPC reaches the lead point"
output OnArrivalDone( void ) : "Fires when NPC has played out any arrival speech"
output OnSuccess( void ) : "Fires when NPC achieves the goal"
output OnFailure( void ) : "Fires when NPC fails to achieves the goal"
output OnDone( void ) : "Fires when NPC completes behavior (any post-success or fail acting is complete)"
"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."
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." =
[
0 : "No"
1 : "Yes"
]
strict(choices) : "Strict?" : 0 =
[
0 : "No, NPC may move from point to attack"
1 : "Yes, NPC may not move to attack"
]
spawnflags(Flags) =
[
1 : "Clear this point upon arrival, UNCONDITIONALLY" : 0
]
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"
input SetBusySearchRange( float ) : "Update the busy search range for all actors."
input ForceNPCToActBusy( string ) : "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( string ) : "Force an NPC outputted from another entity to act busy. (only usable from an output that specifies an entity)"
input ForceThisNPCToLeave( string ) : "Force an NPC outputted from another entity to find a HINT_NPC_EXIT_POINT hintnode and vanish."
// Outputs
output OnNPCStartedBusy(string) : "Fired when an NPC targeted by this goal starts an ActBusy animation."
output OnNPCFinishedBusy(string) : "Fired when an NPC targeted by this goal finishes an ActBusy."
output OnNPCLeft(string) : "Fired when an NPC target by this goal finishes a forced Leave."
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(string) : "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 =
[
0 : "No"
1 : "Yes (Only for Combat Actbusy)"
]
output OnNPCLostSeeEntity(void) : "Fired when the NPC loses sight of the see entity (if one is specified)."
output OnNPCSeeEnemy(void) : "Fired when this NPC leaves his actbusy because of sighting an enemy."
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."
// Outputs
output OnQueueMoved(float) : "Fired when the queue moves. Outputs the number of NPCs left in the queue."
output OnNPCStartedLeavingQueue(string) : "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(string) : "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."
target(target_destination) : "Target entity" : : "Name of entity whose target will be changed."
m_iszNewTarget(string) : "New Target"
// Inputs
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" =
[
0 : "No"
1 : "Yes"
2 : "Don't care"
]
spawnflags(Flags) =
[
1 : "Fire outputs with the Actor as Activator" : 0
]
// Inputs
input Enable(void) : "Enable this entity"
input Disable(void) : "Disable this entity"
// Outputs
output OnConditionsSatisfied(void) : "Fires when AI conditions satisfied"
output OnConditionsTimeout(void) : "Fires when AI conditions timed out"
output NoValidActor(void) : "Fires if/when there are no matching actors in the map."
"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."
[
spawnflags(Flags) =
[
4 : "Repeatable" : 0
8 : "Leave Corpse" : 0
16 : "Start on Spawn" : 0
32: "No Interruptions" : 0
64: "Override AI" : 0
128: "Don't Teleport NPC On End" : 0
256: "Loop in Post Idle" : 0
512: "Priority Script" : 0
4096: "Allow actor death" : 0
]
onplayerdeath(choices) : "On player death" : 0 : "What should this entity do if the player dies" =
131072: "Perfect accuracy every 3rd shot at player" : 0
]
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."
effecthandling(choices) : "Effect Handling" : 0 =
[
0 : "Use Individual Settings."
1 : "AR2"
2 : "Combine Cannon"
]
// Inputs
input Activate(void) : "Turn the tank on"
input Deactivate(void) : "Turn the tank off (go dormant)"
input SetFireRate(string) : "How fast to fire (0 = don't fire)"
input SetDamage(string) : "Set the Damage Per Bullet"
input SetTargetPosition(string) : "World position that I should aim at"
input SetTargetDir(vector) : "Direction to aim at."
input SetTargetEntityName(string) : "Name of entity I should follow/attack"
input SetTargetEntity(string) : "Entity I should follow/attack (output from other entity only)"
input ClearTargetEntity(void) : "Clear the entity I should be attacking."
input FindNPCToManTank(string) : "Find a nearby NPC to man this func_tank."
input StartFindingNPCs(void) : "Start searching for NPCs to man this func_tank."
input StopFindingNPCs(void) : "Stop searching for NPCs to man this func_tank."
input ForceNPCOff(void) : "Force the NPC manning this func_tank (if any) to leave."
input SetMaxRange(float) : "Set the max range of the func_tank."
// Outputs
output OnFire(void) : "Fires when the tank fires its bullets"
output OnAquireTarget(void) : "Fires when target is newly in range and can be shot"
output OnLoseTarget(void) : "Fires when when target goes out of range"
output OnAmmoDepleted(void) : "Fires when tank runs out of ammo"
output OnGotController(void) : "Fires when an NPC starts to control this tank. Players do NOT fire this input."
output OnLostController(void) : "Fires when the NPC controller of the tank stops controlling it. Players do NOT fire this input."
output OnGotPlayerController(void) : "Fires when a Player starts to control this tank. NPCs do NOT fire this input."
output OnLostPlayerController(void) : "Fires when the Player controller of the tank stops controlling it. NPCs do NOT fire this input."
output OnReadyToFire(void) : "Fires once when the tank is done waiting to fire between rounds"
]
// dvs: FIXME: put this back once we have an episodic FGD
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." +
spawnflags(Flags) =
[
1 : "Start Constrained" : 0
]
]
@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."
[
spawnflags(Flags) =
[
1 : "Use Master's values" : 1
2 : "Is Master" : 0
8 : "Fallback to Health Vial" : 0
16 : "Alternate master" : 0
]
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."
]
@PointClass base(Item) studio("models/items/boxsrounds.mdl")= item_ammo_pistol : "Box of Pistol ammo" []
ItemClass(pointentityclass) : "Item Type" : "item_dynamic_resupply" : "Class name of the entity to spawn when the crate is broken"
ItemCount(integer) : "Item Count" : 1 : "Number of items to emit upon breakage"
SpecificResupply(target_destination) : "Specific resupply" : "" : "If item type is item_dynamic_resupply, specify a specific one to use instead of the master"
// Inputs
input Kill(void) : "Remove the item crate"
input Break(void) : "Breaks the breakable."
input SetHealth(integer) : "Sets a new value for health. If the breakable's health reaches zero it will break."
input AddHealth(integer) : "Adds health to the breakable. If the breakable's health reaches zero it will break."
input RemoveHealth(integer) : "Removes health from the breakable. If the breakable's health reaches zero it will break."
// Outputs
output OnBreak(void) : "Fires when broken."
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."
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." +
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"
"Manages a choreographed scene of one or more actors."
[
// Keys
SceneFile(scene) : "Scene file"
// Links
target1(target_destination) : "Target 1"
target2(target_destination) : "Target 2"
target3(target_destination) : "Target 3"
target4(target_destination) : "Target 4"
target5(target_destination) : "Target 5"
target6(target_destination) : "Target 6"
target7(target_destination) : "Target 7"
target8(target_destination) : "Target 8"
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."
// Outputs
output OnStart(void) : "The scene has started"
output OnCompletion(void) : "The scene has completed"
output OnCanceled(void) : "The scene has been canceled"
output OnTrigger1(void) : "Scene trigger 1"
output OnTrigger2(void) : "Scene trigger 2"
output OnTrigger3(void) : "Scene trigger 3"
output OnTrigger4(void) : "Scene trigger 4"
output OnTrigger5(void) : "Scene trigger 5"
output OnTrigger6(void) : "Scene trigger 6"
output OnTrigger7(void) : "Scene trigger 7"
output OnTrigger8(void) : "Scene trigger 8"
output OnTrigger9(void) : "Scene trigger 9"
output OnTrigger10(void) : "Scene trigger 10"
output OnTrigger11(void) : "Scene trigger 11"
output OnTrigger12(void) : "Scene trigger 12"
output OnTrigger13(void) : "Scene trigger 13"
output OnTrigger14(void) : "Scene trigger 14"
output OnTrigger15(void) : "Scene trigger 15"
output OnTrigger16(void) : "Scene trigger 16"
onplayerdeath(choices) : "On player death" : 0 : "What should this entity do if the player dies" =
"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)."
"This entity makes sounds or smells that can be sensed by NPCs, butnot by the player. This can be used " +
"to cause reactions in nearby NPCs.\n\n" +
"Sound Types\n" +
" Combat: Will cause most NPCs to become alert\n" +
" World: Will cause most NPCs to become alert\n" +
" Danger: Will cause most NPCs to move away from the position of the sound\n" +
" Bullet Impact: \n" +
" Carcass: \n" +
" Meat: \n" +
" Garbage: \n" +
" Thumper: causes antlions to run away briefly\n" +
" Readiness: (Low, Medium, High) Causes player companions that can hear this sound to change readiness\n"
[
//input InsertSound(Integer) : "THIS IS NOW OBSOLETE. Use InsertAISound"
input EmitAISound(void) : "Make the sound."
volume(integer) : "Volume" : 120 : "How far away this sound can be heard. This is a radius."
duration(float) : "Duration" : "0.5" : "How long the sound persists each time you insert it."
soundtype(choices) : "Sound Type" : 0 : "The type of sound or smell will determine the reaction of NPCs that sense it." =
[
0: "Select one"
1: "Combat"
2: "World"
//4: "Player (Don't use)"
8: "Danger"
16: "Bullet Impact"
32: "Carcass"
64: "Meat"
128: "Garbage"
256: "Thumper"
4096: "Move Away - Most NPCs will clear the radius of this sound when heard."
16384 : "Readiness - Low"
32768 : "Readiness - Medium"
65536 : "Readiness - High"
]
soundcontext(choices) : "Additional sound context (optional)" : 0 : "Optional settings specifying such things as who can or cannot hear the sound." =
[
0 : "Select one"
8388608 : "Only Combine hear"
67108864 : "Combine cannot hear"
]
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)"
Modification(choices): "Citizen modified" : 0 : "'Normal' is default Combine behavior. 'Cavern' detonates earlier in its jump, and has a different default skin." =
[
0 : "Normal"
1 : "Cavern"
]
// Inputs
input Disarm(void) : "Disarm this mine (open hooks and shut off) if not placed by player."
// Outputs
output OnPulledUp(void) : "Fires when this mine is uprooted with physgun"
input StartRemoveTauCannon(void) : "Start the tau removal sequence."
input FinishRemoveTauCannon(void) : "Finish the tau removal sequence."
// FIXME: These will move into episodic
input LockEntrance( void ) : "Stops NPC's from entering the vehicle until unlocked."
input UnlockEntrance( void ) : "Allows NPC's to enter the vehicle."
input LockExit( void ) : "Stops NPC's from exiting the vehicle until unlocked."
input UnlockExit( void ) : "Allows NPC's to exit the vehicle."
input EnableRadar( void ) : "Turn on the Jalopy radar"
input DisableRadar( void ) : "Turn off the Jalopy radar"
input EnableRadarDetectEnemies( void ) : "Enable Jalopy radar to detect Striders and Hunters"
input AddBusterToCargo( void ) : "Put a striderbuster in the cargo trigger"
input SetCargoHopperVisibility ( bool ) : "Set the strider buster hopper thingy to be visible, or invisible."
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."
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."
input SetCameraViewEntity(string) : "Set the viewpoint to blend with the player's viewpoint."
input SetBlendMode(integer) : "Set the blending mode to use."
input SetFOV(integer) : "Set the fov for the second camera."
input SetNextFOV(integer) : "Set the FOV to blend to over time. Follow this with a SetFOVBlendTime input to start the fov blend."
input SetFOVBlendTime(float) : "Set the amount of time it should take to blend to the next fov target, and start blending."
input SetNextBlendMode(integer) : "Set the blending mode to blend to over time. Follow this with a SetNextBlendTime input to start the mode blend."
input SetNextBlendTime(float) : "Set the amount of time it should take to blend to the next mode, and start blending."
input FadeTo(string) : "Fade to a specific alpha amount of an amount of time. Parameters: <alpha> <duration>"
@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."