Default Keyvalues (NPC)
Default NPC:
- target <targetname>
Upon spawning, NPC will move to the location of this path_corner.
- targetname <string>
Assigns the NPC a targetname, used by other entities to refer to the NPC. Can be shared by other entities.
- squadname <string>
Assigns NPC to a squad. NPCs with the same squad will report targets to the group and cover each other.
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- hintgroup <string>
Gives NPC the name of a hint node group. The NPC will ignore other hint nodes in the map that do not share this group name.
- hintlimiting <boolean>
Limits NPC to using the above hint group for navigation requests, but does not limit local navigation.
- sleepstate <see below]
Used to set the NPC into stasis and under what conditions it will wake up.
0 : Awake.
1 : Wait for a threat. Once found, wake up.
2 : Wait for PVS.
3 : Wait for an input.
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- wakeradius <float>
The NPC will wake from its sleep if the player comes within this distance.
- wakesquad <boolean>
Toggles whether this NPC's squad mates will wake up along with him.
- lightingoriginhack <targetname>
Uses an info_lighting_relative to specify a location to sample lighting from, instead of using the NPC's origin.
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- physdamagescale <float>
Multiplies damage taken by this NPC when hit with physics objects. 0 will make the NPC immune to this damage.
- rendermode <0-7, 9, 10>
Changes how the NPC is rendered in-game. See Render Modes.
- renderamt <byte>
The FX amount used by the above rendering mode.
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- rendercolor <RGB>
The FX color used by the above rendering mode.
- disablereceiveshadows <boolean>
Prevents the NPC from having shadows cast on it.
- disableshadows <boolean>
Prevents the NPC from casting shadows. Does not apply to shadow mapping.
- model <string>
Changes the NPC's model path (ex. models\player\player.mdl).
page revision: 52, last edited: 12 Feb 2010 23:48