Search results
Jump to navigation
Jump to search
- {{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) - 23:29, 27 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) - 23:29, 27 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) - 20:22, 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 dama5 KB (834 words) - 20:41, 22 December 2020
- {{NPC Infobox721 bytes (102 words) - 16:38, 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) - 23:29, 27 January 2019
- * [Medic] Fixed NPC medics not healing players.1 KB (185 words) - 16:53, 12 December 2020
- * Lots of model and NPC collision box tweaks. === NPC ===6 KB (908 words) - 16:53, 12 December 2020
- Monsters are NPC's you can fight/interact with. Every monster is assigned to it's class (tha7 KB (1,172 words) - 19:07, 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) - 16:34, 12 December 2020
- | npc_return ||Client||NPC|||| | npc_findcover ||Client||NPC||||18 KB (2,319 words) - 17:14, 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) - 20:29, 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 va16 KB (2,540 words) - 16:53, 12 December 2020
- ...race line is performed to search for the ground at a distance equal to the NPC's height.9 KB (1,427 words) - 10:57, 24 August 2024
- ** 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) - 16:51, 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) - 02:44, 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) - 16:51, 12 December 2020
- {{Entity_keyvalue|Collect: NPC classifications|filter_npc_classifications|<Not implemented yet>Optio13 KB (2,037 words) - 23:29, 27 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) - 16:54, 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) - 16:53, 12 December 2020