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Cycler actor

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cycler_actor

Half-Life 2 Point Entity


description

Actor Cycler


properties

  • Target Path Corner target(target_destination)
    If set, the name of a path corner entity that this NPC will walk to, after spawning.
  • Squad Name squadname(String)
    NPCs that are in the same squad (i.e. have matching squad names) will share information about enemies, and will take turns attacking and covering each other.
  • Hint Group hintgroup(String)
    Hint groups are used by NPCs to restrict their hint-node searching to a subset of the map's hint nodes. Only hint nodes with matching hint group names will be considered by this NPC.
  • Hint Limit Nav hintlimiting(choices) - default: Limits NPC to using specified hint group for navigation requests, but does not limit local navigation.
    • 0 - No
    • 1 - Yes
  • Sleep State sleepstate(choices) - default: Holds the NPC in stasis until specified condition. See also 'Wake Radius' and 'Wake Squad'.
    • 0 - None
    • 1 - Waiting for threat
    • 2 - Waiting for PVS
    • 3 - Waiting for input
  • Wake Radius wakeradius(float) - default: 0
    Auto-wake if player within this distance
  • Wake Squad wakesquad(choices) - default: Wake all of the NPCs squadmates if the NPC is woken
    • 0 - No
    • 1 - Yes
  • Lighting Origin Hack lightingoriginhack(target_destination)
    Select a info_lighting_relative to specify a location to sample lighting from, instead of using this entity's origin.
  • Physics Impact Damage Scale physdamagescale(float) - default: 1.0
    Scales damage energy when this character is hit by a physics object. With a value of 0 the NPC will take no damage from physics.
  • Render Mode rendermode(choices) - default: Used to set a non-standard rendering mode on this entity. See also 'FX Amount' and 'FX Color'.
    • 0 - Normal
    • 1 - Color
    • 2 - Texture
    • 3 - Glow
    • 4 - Solid
    • 5 - Additive
    • 7 - Additive Fractional Frame
    • 9 - World Space Glow
    • 10 - Dont Render
  • FX Amount (0 - 255) renderamt(integer) - default: 255
    The FX amount is used by the selected Render Mode.
  • FX Color (R G B) rendercolor(color255) - default: 255 255 255
    The FX color is used by the selected Render Mode.
  • Disable Receiving Shadows disablereceiveshadows(choices)
    • 0 - No
    • 1 - Yes
  • Disable shadows disableshadows(choices)
    • 0 - No
    • 1 - Yes
  • Model model(studio)
  • Sentence Group Sentence(string)


spawn flags

  • 1: Wait Till Seen - default: OFF
  • 2: Gag (No IDLE sounds until angry) - default: OFF
  • 4: Fall to ground (unchecked means *teleport* to ground) - default: ON
  • 8: Drop Healthkit - default: OFF
  • 16: Efficient - Don't acquire enemies or avoid obstacles - default: OFF
  • 128: Wait For Script - default: OFF
  • 256: Long Visibility/Shoot - default: OFF
  • 512: Fade Corpse - default: OFF
  • 1024: Think outside PVS - default: OFF
  • 2048: Template NPC (used by npc_maker, will not spawn) - default: OFF
  • 4096: Do Alternate collision for this NPC (player avoidance) - default: OFF
  • 8192: Don't drop weapons - default: OFF


inputs

  • Kill(void)
    Removes this entity from the world.
  • KillHierarchy(void)
    Removes this entity and all its children from the world.
  • AddOutput(string)
    Adds an entity I/O connection to this entity. Format
  • FireUser1(void)
    Causes this entity's OnUser1 output to be fired.
  • FireUser2(void)
    Causes this entity's OnUser2 output to be fired.
  • FireUser3(void)
    Causes this entity's OnUser3 output to be fired.
  • FireUser4(void)
    Causes this entity's OnUser4 output to be fired.
  • SetDamageFilter(string)
    Sets the entity to use as damage filter. Pass in an empty string to clear the damage filter.
  • AddContext(string)
    Adds a context to this entity's list of response contexts. The format should be 'key:value'.
  • RemoveContext(string)
    Remove a context from this entity's list of response contexts. The name should match the 'key' of a previously added context.
  • ClearContext(void)
    Removes all contexts in this entity's list of response contexts.
  • SetLightingOriginHack(string)
    Sets the info_lighting_relative for the studiomodel. Use a null string to deactivate the use of specific lighting origins.
  • SetRelationship(string)
    Changes this entity's relationship with another entity or class. Format
  • SetHealth(integer)
    Set this NPC's health.
  • SetBodyGroup(integer)
    HACK
  • physdamagescale(float)
    Sets the value that scales damage energy when this character is hit by a physics object. NOTE
  • Ignite(void)
    Ignite, burst into flames
  • Break(void)
    Break, smash into pieces
  • StartScripting(void)
    Enter scripting state. In this state, NPCs ignore a variety of stimulus that would make them break out of their scripts
  • StopScripting(void)
    Exit scripting state.
  • Assault(string)
    Start an assault. Parameter passed in should be the name of the rally point.
  • SetSquad(string)
    Set the name of this NPC's squad. It will be removed from any existing squad automatically. Leaving the parameter blank will remove the NPC from any existing squad.
  • Wake(void)
    Wakes up the NPC if it is sleeping.
  • ForgetEntity(string)
    Clears out the NPC's knowledge of a named entity.
  • GagEnable(void)
    Turn on the NPC Gag flag.
  • GagDisable(void)
    Turn off the NPC Gag flag.
  • IgnoreDangerSounds(float)
    Ignore danger sounds for the specified number of seconds.
  • DisableShadow(void)
    Turn shadow off.
  • EnableShadow(void)
    Turn shadow on.
  • Alpha(integer)
    Set Alpha Value.

outputs

  • OnUser1(void)
    Fired in response to FireUser1 input.
  • OnUser2(void)
    Fired in response to FireUser2 input.
  • OnUser3(void)
    Fired in response to FireUser3 input.
  • OnUser4(void)
    Fired in response to FireUser4 input.
  • OnDamaged(void)
    Fired when this NPC takes damage.
  • OnDeath(void)
    Fired when this NPC is killed.
  • OnHalfHealth(void)
    Fired when this NPC reaches half of its maximum health.
  • OnHearWorld(void)
    Fired when this NPC hears a sound (other than combat or the player).
  • OnHearPlayer(void)
    Fired when this NPC hears the player.
  • OnHearCombat(void)
    Fired when this NPC hears combat sounds.
  • OnFoundEnemy(string)
    Fired when this NPC establishes line of sight to it's enemy (outputs entity).
  • OnLostEnemyLOS(void)
    Fired when this NPC loses line of sight to it's enemy.
  • OnLostEnemy(void)
    Fired when this NPC loses it's enemy. Usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy.
  • OnFoundPlayer(string)
    Fired when this NPC establishes line of sight to it's enemy, and that enemy is a player (outputs player entity).
  • OnLostPlayerLOS(void)
    Fired when this NPC loses line of sight to it's enemy, and that enemy is a player.
  • OnLostPlayer(void)
    Fired when this NPC loses it's enemy, and that enemy was a player. Usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy.
  • OnDamagedByPlayer(void)
    Fired when this NPC is hurt by a player.
  • OnDamagedByPlayerSquad(void)
    Fired when this NPC is hurt by a player OR by one of the player's squadmates.
  • OnDenyCommanderUse(void)
    Fired when this NPC has refused to join the player's squad.
  • OnWake(void)
    Fired when this NPC comes out of a sleep state.

related tutorials

Submit your tutorial for cycler_actor

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