npc_combine_advisor_roaming
- Half-Life: Alyx
Point Entity
Combine Advisor Roaming
Keyvalues
-
Disable shadows (
disableshadows
) <Boolean
> -
Response Contexts (
ResponseContext
) <String
>
Response system context(s) for this entity. Format should be: 'key:value,key2:value2,etc'. When this entity speaks, the list of keys & values will be passed to the response rules system. -
Damage Filter (
damagefilter
) <TargetDestination
>
Name of the filter entity that controls which entities can damage us. -
Minimum CPU Level (
mincpulevel
) <Choices
>- default (low)
- low
- medium
- high
-
Maximum CPU Level (
maxcpulevel
) <Choices
>- default (high)
- low
- medium
- high
-
Minimum GPU Level (
mingpulevel
) <Choices
>- default (very low)
- very low
- low
- medium
- high
-
Maximum GPU Level (
maxgpulevel
) <Choices
>- default (high)
- very low
- low
- medium
- high
-
Disable X360 (
disableX360
) <Choices
>- No
- Yes
-
Render Mode (
rendermode
) <Choices
>
Used to set a non-standard rendering mode on this entity. See also 'FX Amount' and 'FX Color'.- Normal
- Color
- Texture
- Glow
- Solid
- Additive
- Additive Fractional Frame
- World Space Glow
- Dont Render
- Dev Visualizer
-
Render FX (
renderfx
) <Choices
>- Normal
- Slow Pulse
- Fast Pulse
- Slow Wide Pulse
- Fast Wide Pulse
- Slow Strobe
- Fast Strobe
- Faster Strobe
- Slow Flicker
- Fast Flicker
- Slow Fade Away
- Fast Fade Away
- Slow Become Solid
- Fast Become Solid
- Constant Glow
- Distort
- Hologram (Distort + fade)
- Cull By Distance (TEST)
- Spotlight FX
- Fade Near
-
FX Amount (0 - 255) (
renderamt
) <Integer
>
The FX amount is used by the selected Render Mode. -
FX Color (R G B) (
rendercolor
) <Color255
>
The FX color is used by the selected Render Mode. -
Disable Receiving Shadows (
disablereceiveshadows
) <Boolean
> -
Light Group (
lightgroup
) <String
>
Will only be lit by lights affecting this group. -
Start Fade Dist (
fademindist
) <Float
>
Distance at which the overlay starts to fade (<0 = subtract from fademaxdist). -
End Fade Dist (
fademaxdist
) <Float
>
Maximum distance at which the overlay is visible (0 = don't fade out). -
Fade Scale (
fadescale
) <Float
>
If you specify a fade in the worldspawn, or if the engine is running under low end/medium end/XBox360, 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. Numbers smaller than 1 cause the prop to fade out at further distances, and greater than 1 cause it to fade out at closer distances. -
Render to Cubemaps (
rendertocubemaps
) <Boolean
>
If true, this geometry renders into baked cube maps -
Lightmap Static (
lightmapstatic
) <Choices
>
How this geometry influences baked lighting.- No
- Yes
- Bounce Only
-
Entity Scripts (
vscripts
) <ScriptList
>
Name(s) of script files that are executed after all entities have spawned. -
Name (
targetname
) <TargetSource
>
The name that other entities refer to this entity by. -
Target Path Corner (
target
) <TargetDestination
>
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
) <Boolean
>
Limits NPC to using specified hint group for navigation requests, but does not limit local navigation. -
If a Hint Group is specified, whether to also allow the use of generic nodes. (
allowgenericnodes
) <Boolean
> -
Spawnflags (
spawnflags
) <Flags
>- Wait Till Seen
- Gag (No IDLE sounds until angry)
- Fall to ground (unchecked means teleport to ground)
- Drop Healthkit
- Efficient - Don't acquire enemies or avoid obstacles
- Wait For Script
- Long Visibility/Shoot
- Fade Corpse
- Think outside PVS
- Template NPC (used by npc_maker, will not spawn)
- Do Alternate collision for this NPC (player avoidance)
- Don't drop weapons
- Ignore player push (dont give way to player)
- Start hidden
- Start hanging from ceiling
- No Rotorwash
- Await Input
- Enable Teleport Blocker
- Don't release headcrab upon death
- No Dynamic Light
- Strider Scout Scanner
- Can Stomp Player
- Minimal damage taken from NPCs (1 point per missile)
-
Sleep State (
sleepstate
) <Choices
>
Holds the NPC in stasis until specified condition. See also 'Wake Radius' and 'Wake Squad'.- None
- Waiting for threat
- Waiting for PVS
- Waiting for input, ignore PVS
- Auto PVS
- Auto PVS after PVS
-
Wake Radius (
wakeradius
) <Float
>
Auto-wake if player within this distance -
Wake Squad (
wakesquad
) <Boolean
>
Wake all of the NPCs squadmates if the NPC is woken -
Enemy Filter (
enemyfilter
) <TargetDestination
>
Filter by which to filter potential enemies -
Ignore unseen enemies (
ignoreunseenenemies
) <Boolean
>
Prefer visible enemies, regardless of distance or relationship priority -
Physics Impact Damage Scale (
physdamagescale
) <Float
>
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. -
Nav Restriction Volume (
NavRestrictionVolume
) <TargetDestination
>
Markup volume entity to restrict unit navigation -
Spawn as Temp Ragdoll (
spawnasragdoll
) <Choices
>
Specifies if the NPC will spawn as a temporary ragdoll and the behavior after becoming a ragdoll.- Disabled
- Ragdoll and get up when settled
- Ragdoll and remain ragdoll
-
Use Alt NPC Avoidance (
UseAltNpcAvoid
) <Choices
>
Specifies if the NPC should be using any algorithm variants when avoiding other NPCs.- Disabled
- Alt 1
-
Preview Animation (
DefaultAnim
) <Sequence
>
Name of an animation to preview in Hammer, does not do anything in game. -
Initial Speed (
InitialSpeed
) <String
>
Sets the helicopter's desired speed that it should try to reach as soon as it's spawned.
Inputs
-
DisableShadow <
Void
>
Turn shadow off. -
EnableShadow <
Void
>
Turn shadow on. -
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. -
SetDamageFilter <
String
>
Sets the entity to use as damage filter. Pass in an empty string to clear the damage filter. -
Alpha <
Integer
>
Set the sprite's alpha (0 - 255). -
Color <
Color255
>
Set the sprite's color (R G B). -
RunScriptFile <
String
>
Load and execute a script file -
RunScriptCode <
String
>
Execute a fragment of script code -
CallScriptFunction <
String
>
Call a script function -
CallPrivateScriptFunction <
String
>
Calls a script function from this entity's private script scope. -
CallGlobalScriptFunction <
String
>
Calls a script function in the global script scope. -
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. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). Very dangerous, use with care. -
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. -
OverrideHealth <
Integer
>
Overrides this entity's health, ignoring max health constraints. This is for prototyping only and all uses of this input should be audited before shipping! Values <=0 are ignored. -
SetRelationship <
String
>
Changes this entity's relationship with another entity or class. Format: <entityname/classname> <D_HT/D_FR/D_LI/D_NU> <priority> -
SetEnemyFilter <
String
>
Changes this NPC's enemy filter to the named filter. -
SetHealth <
Integer
>
Set this NPC's health. -
SetBodyGroup <
String
>
Sets NPC bodygroup. Format is <BodygroupName,index> -
physdamagescale <
Float
>
Sets the value that scales damage energy when this character is hit by a physics object. NOTE: 0 means this feature is disabled for backwards compatibility. -
Ignite <
Void
>
Ignite, burst into flames -
IgniteLifetime <
Float
>
Ignite, with a parameter lifetime. -
IgniteNumHitboxFires <
Integer
>
Ignite, with a parameter number of hitbox fires. -
IgniteHitboxFireScale <
Float
>
Ignite, with a parameter hitbox fire scale. -
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: They ignore danger sounds, ignore +USE, don't idle speak or respond to other NPC's idle speech, and so on. -
StopScripting <
Void
>
Exit scripting state. -
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. NPC won't speak outside of choreographed scenes. -
GagDisable <
Void
>
Turn off the NPC Gag flag. -
IgnoreDangerSounds <
Float
>
Ignore danger sounds for the specified number of seconds. -
HolsterWeapon <
Void
>
Force the NPC to holster their weapon. Ignored if the NPC is scripting, if the NPC's weapon is already holstered, or if the NPC doesn't use weapons. -
HolsterAndDestroyWeapon <
Void
>
Identical to HolsterWeapon, except the weapon is destroyed once it has been holstered and concealed. -
UnholsterWeapon <
Void
>
Force the NPC to draw their weapon. Ignored if the NPC is scripting, if the NPC's weapon is already drawn, or if the NPC doesn't use weapons. -
ForceInteractionWithNPC <
String
>
Force the NPC to use a dynamic interaction with another NPC. Parameter format: <target NPC name> <dynamic interaction name> -
UpdateEnemyMemory <
String
>
Update (or Create) this NPC's memory of an enemy and its location -
BecomeRagdoll <
Void
>
This NPC will instantly become a ragdoll with ZERO force (just go limp). OnDeath, OnHalfHealth, etc. Outputs will NOT BE FIRED. -
BecomeTemporaryRagdoll <
Float
>
Become a temporary ragdoll that then can be later unrgadolled. -
StopTemporaryRagdoll <
Void
>
Rise from your grave. -
StopTemporaryRagdollAndSetEnemy <
String
>
Rise from your grave to attack an enemy. Animgraph NPCs will turn to face the enemy during their unragdoll. Parameter is the enemy, usually the !activator on the trigger that's firing this input. -
WalkTowardsTarget <
TargetDestination
>
Walks towards a target. -
StartResilientPathFollow <
String
>
Walks towards the specified path corner. Will resiliently restart the walk if it's interrupted for any reason. -
SetAnimGraphParameter <
String
>
Set an animation graph parameter Format: <name=value> -
SetEasingParameter <
String
>
Set an easing parameter Format: <name=value> -
EnableTeleportBuffer <
Void
>
Enable the teleport buffer around this NPC, if it's been disabled previously. -
DisableTeleportBuffer <
Void
>
Disable the teleport buffer around this NPC. -
EnableChoreoPhysProxy <
Void
>
Enable the phys proxy. -
DisableChoreoPhysProxy <
Void
>
Disable the phys proxy. -
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. -
MoveSpecifiedSpeed <
Float
>
The helicopter will immediately move at the specified speed (you provide this as parameter override in units per second) towards its current goal. -
SetMaxSpeed <
Float
>
Change the helicopter's max speed. -
ChangePathCorner <
TargetDestination
>
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 <
TargetDestination
>
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 <
TargetDestination
>
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. -
OmniscientOn <
Void
>
Advisor knows target's location even when target is out of sight or behind cover -
OmniscientOff <
Void
>
Advisor relies on normal sight functions to locate target -
BlindfireOn <
Void
>
Advisor will fire at an unseen target, attempting to punch through to them -
BlindfireOff <
Void
>
Advisor only fires at viusible target -
SetPenetrationDepth <
Float
>
Set penetration depth of bullets -
SetDockingBBox <
Void
>
Shrink Bounding Box -
SetNormalBBox <
Void
>
Set Bounding Box to normal size -
EnableGroundAttack <
Void
>
Allow the advisor to use its ground attack -
DisableGroundAttack <
Void
>
Don't allow the advisor to use its ground attack -
DoGroundAttack <
String
>
Causes the advisor to execute its ground attack -
BecomeInvulnerable <
Void
>
Stops the advisor from taking damage, but still makes sounds effects -
BecomeVulnerable <
Void
>
Makes the advisor act normally to damage -
EnableRotorSound <
Void
>
Turns on rotor sounds -
DisableRotorSound <
Void
>
Turns off rotor sounds -
DoAvalancheBlast <
Void
>
Performs an avalanche blast -
DoSpitAttack <
Void
>
Performs a spit attack -
SetMaxSpeed <
Float
>
Adjusts max speed for the advisor -
DropShield <
Float
>
Drops advisor shield for x seconds (0 sec will use default) -
SetRetreatTrack <
String
>
Sets a retreat track for advisor to fly to when receiving too much damage
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. -
OnKilled <
Void
>
Fired when the entity is killed and removed from the game. -
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 its enemy (outputs entity). -
OnLostEnemyLOS <
Void
>
Fired when this NPC loses line of sight to its enemy. -
OnLostEnemy <
Void
>
Fired when this NPC loses its 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 its enemy, and that enemy is a player (outputs player entity). -
OnLostPlayerLOS <
Void
>
Fired when this NPC loses line of sight to its enemy, and that enemy is a player. -
OnLostPlayer <
Void
>
Fired when this NPC loses its 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. -
OnSleep <
Void
>
Fired when this NPC enters a sleep state. -
OnWake <
Void
>
Fired when this NPC comes out of a sleep state. -
OnForcedInteractionStarted <
Void
>
Fired when the NPC starts a forced interaction. -
OnForcedInteractionAborted <
Void
>
Fired when the NPC aborts a forced interaction for some reason (target NPC died, couldn't be pathed to, etc) -
OnForcedInteractionFinished <
Void
>
NPCs in actbusies can no longer perform dynamic interactions. -
OnUnragdollFinished <
Void
>
This NPC just finished getting up after being a ragdoll. -
OnFireCannon <
Void
>
Fires when the advisor fires a cannon round -
OnFirstDamage <
Void
>
Fired when the first damage is done to the advisor. -
OnSecondDamage <
Void
>
Fired when the second damage is done to the advisor. -
OnThirdDamage <
Void
>
Fired when the third damage is done to the advisor. -
OnFourthDamage <
Void
>
Fired when the fourth damage is done to the advisor. -
OnEnoughPhysAmmo <
Void
>
Fired when advisor got enough phys ammo. -
OnLowPhysAmmo <
Void
>
Fired when advisor is low on phys ammo. -
OnOutOfPhysAmmo <
Void
>
Fired when advisor has no phys ammo. -
OnDmgReached <
Void
>
Fires when advisor received too much damage exceeding threshold within a short time span.