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 (
0) - Yes (
1)
- No (
-
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 (
item_hlvr_clip_energygun) - Rapidfire Clip (
item_hlvr_clip_rapidfire) - Shotgun Shell (Single) (
item_hlvr_clip_shotgun_single) - Shotgun Shells (Two) (
item_hlvr_clip_shotgun_shells_pair) - Shotgun Shells (Box) (
item_hlvr_clip_shotgun_multiple) - Health Vial (
item_healthvial) - Frag Grenade (
item_hlvr_grenade_frag) - Small Crafting Currency (
item_hlvr_crafting_currency_small) - Manhack (ONLY USE ON COMBINE OFFICERS) (
npc_manhack_attached)
-
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 (
item_hlvr_clip_energygun) - Rapidfire Clip (
item_hlvr_clip_rapidfire) - Shotgun Shell (Single) (
item_hlvr_clip_shotgun_single) - Shotgun Shells (Two) (
item_hlvr_clip_shotgun_shells_pair) - Shotgun Shells (Box) (
item_hlvr_clip_shotgun_multiple) - Health Vial (
item_healthvial) - Frag Grenade (
item_hlvr_grenade_frag) - Small Crafting Currency (
item_hlvr_crafting_currency_small)
-
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 (
item_hlvr_clip_energygun) - Rapidfire Clip (
item_hlvr_clip_rapidfire) - Shotgun Shell (Single) (
item_hlvr_clip_shotgun_single) - Shotgun Shells (Two) (
item_hlvr_clip_shotgun_shells_pair) - Shotgun Shells (Box) (
item_hlvr_clip_shotgun_multiple) - Health Vial (
item_healthvial) - Frag Grenade (
item_hlvr_grenade_frag) - Small Crafting Currency (
item_hlvr_crafting_currency_small)
-
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 (
item_hlvr_clip_energygun) - Rapidfire Clip (
item_hlvr_clip_rapidfire) - Shotgun Shell (Single) (
item_hlvr_clip_shotgun_single) - Shotgun Shells (Two) (
item_hlvr_clip_shotgun_shells_pair) - Shotgun Shells (Box) (
item_hlvr_clip_shotgun_multiple) - Health Vial (
item_healthvial) - Frag Grenade (
item_hlvr_grenade_frag) - Small Crafting Currency (
item_hlvr_crafting_currency_small)
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 (
0) - Yes (
1)
- No (