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Updated Base NPC (markdown)
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Base-NPC.md
39
Base-NPC.md
@ -10,27 +10,28 @@ Some I/O were ported from other games or were already possible through other, mo
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### Inputs
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### Inputs
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* **SetHealthFraction** `<float>` - Sets this NPC's health as a ratio in between 0 and 1. This input already existed on npc_helicopter, but it was expanded to be used on any NPC.
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* **SetHealthFraction** `<float>` - Sets a NPC's health as a ratio in between 0 and 1. This input already existed on npc_helicopter, but it was expanded to be used on any NPC.
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* **GiveWeaponHolstered** `<string>` - Gives the NPC the specified weapon, but make it start holstered (meaning the NPC has to get it out on their own).
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* **GiveWeaponHolstered** `<string>` - Gives a NPC the specified weapon, but make it start holstered (meaning the NPC has to get it out on their own).
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* **ChangeWeapon** `<string>` - Holsters the NPC's current weapon, and then unholsters the specified weapon.
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* **ChangeWeapon** `<string>` - Holsters a NPC's current weapon, and then unholsters the specified weapon.
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* **PickupWeapon** `<string>` - Tells the NPC to look for and pick up the specified weapon entity, which should already be in the world.
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* **PickupWeapon** `<string>` - Makes a NPC look for and pick up the specified weapon, which should be an entity in the world.
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* **PickupItem** `<string>` - Tells the NPC to look for and pick up the specified item, like a health vial or even a frag grenade.
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* **PickupItem** `<string>` - Makes a NPC look for and pick up the specified item, like a health vial or even a frag grenade.
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[[Additional weapon inputs exist.|Base Combat Character]]
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---
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* **SetFriendlyFire** `<integer>` - Overrides how this NPC should treat friendly fire. 0 = No friendly fire, 1 = Friendly fire, 2 = Use NPC settings/no override
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* **SetFriendlyFire** `<integer>` - Overrides how the game should treat friendly fire towards a specific NPC. 0 = No friendly fire, 1 = Friendly fire, 2 = Use NPC settings/no override
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* **SetDynamicInteractions** `<integer>` - Sets this NPC's ability to use dynamic interactions. 0 = No interactions allowed, 1 = All interactions allowed, 2 = Non-Mapbase interactions only
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* **SetDynamicInteractions** `<integer>` - Sets a NPC's ability to use dynamic interactions. 0 = No interactions allowed, 1 = All interactions allowed, 2 = Non-Mapbase interactions only
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* **SetProficiencyOverride** `<integer>` - Overrides this NPC's weapon proficiency.
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* **SetForceServerRagdoll** `<bool>` - Forces this NPC to turn into a serverside prop_ragdoll instead of a clientside ragdoll when it dies.
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* **AddCapabilities** `<flags>` - Adds the specified `Capability_t` capabilities to the NPC. See (Enum-Reference)[Enum Reference] for more info.
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* **AddCapabilities** `<flags>` - Adds the specified `Capability_t` capabilities to a NPC. See (Enum-Reference)[Enum Reference] for more info.
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* **RemoveCapabilities** `<flags>` - Removes the specified `Capability_t` capabilities to the NPC. See (Enum-Reference)[Enum Reference] for more info.
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* **RemoveCapabilities** `<flags>` - Removes the specified `Capability_t` capabilities to a NPC. See (Enum-Reference)[Enum Reference] for more info.
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* **SetCondition** `<integer>` - Adds the specified condition to this NPC.
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* **SetCondition** `<integer>` - Adds the specified condition to a NPC.
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* **RemoveCondition** `<integer>` - Removes the specified condition from this NPC.
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* **RemoveCondition** `<integer>` - Removes the specified condition from a NPC.
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* **SetHintGroup** `<string>` - Sets this NPC's hint group.
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* **SetHintGroup** `<string>` - Sets a NPC's hint group.
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* **SetThinkNPC** `<float>` - Sets this entity's general think function to `CallNPCThink`. A float can be passed to delay this by a specific time.
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* **SetThinkNPC** `<float>` - Sets an entity's general think function to `CallNPCThink`. A float can be passed to delay this by a specific time.
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### Outputs
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### Outputs
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@ -43,8 +44,6 @@ Some I/O were ported from other games or were already possible through other, mo
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### KeyValues
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### KeyValues
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* **Friendly fire override** `<integer>` - Overrides how this NPC should treat friendly fire. 0 = No friendly fire, 1 = Friendly fire, 2 = Use NPC settings/no override
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* **Friendly fire override** `<integer>` - Overrides how the game should treat friendly fire towards a specific NPC. 0 = No friendly fire, 1 = Friendly fire, 2 = Use NPC settings/no override
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* **Dynamic interactions enabled** `<integer>` - Sets this NPC's ability to use dynamic interactions. 0 = No interactions allowed, 1 = All interactions allowed, 2 = Non-Mapbase interactions only
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* **Dynamic interactions enabled** `<integer>` - Sets a NPC's ability to use dynamic interactions. 0 = No interactions allowed, 1 = All interactions allowed, 2 = Non-Mapbase interactions only
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* **Proficiency override** `<integer>` - Overrides a NPC's weapon proficiency.
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* **Spawn with StartScripting** `<bool>` - Spawns a NPC in the StartScripting state.
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* **Force server ragdoll** `<bool>` - Forces this NPC to turn into a serverside prop_ragdoll instead of a clientside ragdoll when it dies.
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* **Spawn with StartScripting** `<bool>` - Spawns the NPC in the StartScripting state.
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