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  • {{Entity_keyvalue|Path_waypoint List|waypoint_list|"NPC Keyvalue Filter", key_filter :}} {{Entity_keyvalue|NPC Trigger Target|npc_trigger_target|"NPC Trigger Interval", npc_trigger_interval :}}
    1 KB (128 words) - 00:29, 28 January 2019
  • Entity used to define a path for func_train. Can be also used to make NPC's go into specified direction (type path_corner name into "Target" of monst {{Entity_keyvalue|Fire on Arrive|message|Entity to trigger when train or NPC reach this path_corner.}}
    2 KB (351 words) - 00:29, 28 January 2019
  • ...|Print AI state of the [[NPC]] under the crosshair. If the entity isn't an NPC print class name, target name and target. Requires '''developer 1'''.
    2 KB (243 words) - 21:22, 22 December 2020
  • ...id matter like a ghost. You will not be non-solid yourself though, meaning NPC's can still touch/damage you, and you will still interact with brush based ...disable non-targetable mode.<br />You will be completely invisible to all NPC's, though they can still hear you (they will try to find you), and can dama
    5 KB (834 words) - 21:41, 22 December 2020
  • {{NPC Infobox
    721 bytes (102 words) - 17:38, 12 December 2020
  • {{Entity_flag|64|Affect non-moving NPC's|If set, monster are properly affected by trigger_hurt. If this item is no ...gets hurt only while moving inside of trigger_hurt- use "Affect non-moving NPC's" flag to fix it.
    6 KB (1,035 words) - 00:29, 28 January 2019
  • * [Medic] Fixed NPC medics not healing players.
    1 KB (185 words) - 17:53, 12 December 2020
  • * Lots of model and NPC collision box tweaks. === NPC ===
    6 KB (908 words) - 17:53, 12 December 2020
  • Monsters are NPC's you can fight/interact with. Every monster is assigned to it's class (tha
    7 KB (1,172 words) - 20:07, 12 May 2023
  • ...g with a ! (!LEAVEBRITNEYALONE), and in 'Speaker Type' use the name of the NPC you want to use (scientist).
    3 KB (509 words) - 17:34, 12 December 2020
  • | npc_return ||Client||NPC|||| | npc_findcover ||Client||NPC||||
    18 KB (2,319 words) - 18:14, 12 December 2020
  • * Fixed inconsistent NPC relationships with players not using the "player" classification. * Ignore collision with players when the NPC's "iuser2" key is above 0. (Server-side physics.)
    9 KB (1,389 words) - 21:29, 24 January 2021
  • ...with func_doors that have a master. In the OpenDoorAndWait() routine, the NPC can now query if a door is truly locked. * [Heavy Weapons Grunt] Fixed issue with NPC dropping multiple miniguns if its "weapon" key was set to an unsupported va
    16 KB (2,540 words) - 17:53, 12 December 2020
  • ...race line is performed to search for the ground at a distance equal to the NPC's height.
    10 KB (1,470 words) - 13:06, 21 August 2021
  • ** Improved lip sync code for human NPC's, fixes gaping mouth problem. * Allied NPC's can now be hurt by players.
    24 KB (3,696 words) - 17:51, 12 December 2020
  • * NPC corpses may occasionally become solid for a moment during their dying seque ** 0: An NPC will ignore damage if relationship is neutral or ally.
    29 KB (4,649 words) - 03:44, 18 January 2021
  • * Changed NPC flag "Fade corpse" to "Don't fade corpse". ...for '''scripted_sequence''' when it is unable to play its' sequence on an NPC.
    25 KB (3,778 words) - 17:51, 12 December 2020
  • {{Entity_keyvalue|Collect: NPC classifications|filter_npc_classifications|&lt;Not implemented yet&gt;Optio
    13 KB (2,037 words) - 00:29, 28 January 2019
  • * [Human Grunt] NPC can now be equipped with a sniper rifle. * [Ichthyosaur] Fixed issue where NPC would not die properly unless it had an enemy.
    22 KB (3,542 words) - 17:54, 12 December 2020
  • ...ed a crash if a '''func_tank''' is removed while being used by a player or NPC.
    11 KB (1,716 words) - 17:53, 12 December 2020

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