ai_attached_item_manager
- Half-Life: Alyx
- Steam VR
Point Entity
AI Attached Item Manager - manages the items attached to one or more NPCs / ragdolls.
Keyvalues
-
Target(s) (
target
) <TargetNameOrClass
>
This is the NPC(s) who's items this manager should be managing. May be a targetname or a classname. -
Number of Attached Items (
num_attached_items
) <Integer
>
The number of items attached to our target NPC(s). The NPC(s) will also need a matching number of attachment points on their model. -
Listen to Entity Spawns (
listen_entityspawns
) <Boolean
>
If you want this manager to affect valid targets that are spawned after the manager, you need to set this. Most likely only needed if you want to target NPCs via a classname to catch all future spawns on that NPC type. It has a perf cost, so don't turn it on if you don't need it. -
Item Removal Allowed for Ammo Balancing (
mark_as_removable
) <Choices
>- No
- Yes
-
Item 1 (
item_1
) <Choices
>
Class name of item to attach in slot 1. If set to Default, the NPC's code will decide what it should be, if anything.- Default (Code decides)
- Energy Gun Clip
- Rapidfire Clip
- Shotgun Shell (Single)
- Shotgun Shells (Two)
- Shotgun Shells (Box)
- Health Vial
- Frag Grenade
- Small Crafting Currency
- Manhack (ONLY USE ON COMBINE OFFICERS)
-
Item 2 (
item_2
) <Choices
>
Class name of item to attach in slot 2. If set to Default, the NPC's code will decide what it should be, if anything.- Default (Code decides)
- Energy Gun Clip
- Rapidfire Clip
- Shotgun Shell (Single)
- Shotgun Shells (Two)
- Shotgun Shells (Box)
- Health Vial
- Frag Grenade
- Small Crafting Currency
-
Item 3 (
item_3
) <Choices
>
Class name of item to attach in slot 3. If set to Default, the NPC's code will decide what it should be, if anything.- Default (Code decides)
- Energy Gun Clip
- Rapidfire Clip
- Shotgun Shell (Single)
- Shotgun Shells (Two)
- Shotgun Shells (Box)
- Health Vial
- Frag Grenade
- Small Crafting Currency
-
Item 4 (
item_4
) <Choices
>
Class name of item to attach in slot 4. If set to Default, the NPC's code will decide what it should be, if anything.- Default (Code decides)
- Energy Gun Clip
- Rapidfire Clip
- Shotgun Shell (Single)
- Shotgun Shells (Two)
- Shotgun Shells (Box)
- Health Vial
- Frag Grenade
- Small Crafting Currency
Point Entity
AI Attached Item Manager - manages the items attached to one or more NPCs / ragdolls.
Keyvalues
-
Target(s) (
target
) <TargetNameOrClass
>
This is the NPC(s) who's items this manager should be managing. May be a targetname or a classname. -
Number of Attached Items (
num_attached_items
) <Integer
>
The number of items attached to our target NPC(s). The NPC(s) will also need a matching number of attachment points on their model. -
Item 1 (
item_1
) <String
>
Classname of item to attach in slot 1. If left empty, the NPC's default item code will decide what it should be, if anything. -
Item 2 (
item_2
) <String
>
Classname of item to attach in slot 2. If left empty, the NPC's default item code will decide what it should be, if anything. -
Item 3 (
item_3
) <String
>
Classname of item to attach in slot 3. If left empty, the NPC's default item code will decide what it should be, if anything. -
Item 4 (
item_4
) <String
>
Classname of item to attach in slot 4. If left empty, the NPC's default item code will decide what it should be, if anything. -
Listen to Entity Spawns (
listen_entityspawns
) <Boolean
>
If you want this manager to affect valid targets that are spawned after the manager, you need to set this. Most likely only needed if you want to target NPCs via a classname to catch all future spawns on that NPC type. It has a perf cost, so don't turn it on if you don't need it. -
Item Removal Allowed for Ammo Balancing (
mark_as_removable
) <Choices
>- No
- Yes