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Npc combinegunship

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npc_combinegunship

Half-Life 2 NPC Entity


description

Combine Gunship


properties

  • Initial Speed InitialSpeed(string) - default: 0
    Sets the helicopter's desired speed that it should try to reach as soon as it's spawned.
  • Target path_track target(target_destination)
    If set, the name of a path_track entity that this NPC will fly to after spawning.


spawn flags

  • 32: No Rotorwash - default: OFF
  • 64: Await Input - default: OFF
  • 4096: No ground attack - default: OFF


inputs

  • MoveTopSpeed(void)
    The helicopter will immediately move at top speed toward its current goal, or in its current orientation if it's on top of its goal.
  • ChangePathCorner(target_destination)
    Tell the helicopter to move to a path corner on a new path.
  • SelfDestruct(void)
    Self Destruct.
  • Activate(void)
    Activate. Use to wake up a helicopter that spawned with the 'Await Input' spawnflag on.
  • SetTrack(target_destination)
    Set a track for the helicopter to adhere to. The helicopter will do nothing if he's on the same path, and will move to the closest point on the specified track if he's on a different path.
  • FlyToSpecificTrackViaPath(target_destination)
    The helicopter will first fly to the closest point on the path if he's on a different path. Then he'll fly along the path to the specified track point.
  • StartPatrol(void)
    Start patrolling back and forth along the current track.
  • 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.
  • ChooseFarthestPathPoint(void)
    When tracking an enemy, choose the point on the path furthest from the enemy, but still in firing range.
  • ChooseNearestPathPoint(void)
    When tracking an enemy, choose the point on the path nearest from the enemy.
  • StartBreakableMovement(void)
    The helicopter is now allowed to disobey direct commands to go to particular points if he senses an enemy. He will move to the closest point (or farthest point, if ChooseFarthestPathPoint is used), on the path if he senses an enemy.
  • StopBreakableMovement(void)
    The helicopter can not disobey direct commands. He will continue to fly along his patrol path or to his specified target even if he senses an enemy.


outputs

none.


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