npc_cranedriver
is a model entity available in
Half-Life 2 series. The NPC used to drive cranes.
While not rendered in-game, the FGD specifies
roller.mdl
to visualize this entity in-editor.
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
or target
).
Also displayed in Hammer's 2D views and Entity Report.
- Pause time before dropping a ForceDrop specified object (releasepause) <float>
- Pause time before dropping a ForceDrop specified object.
- Vehicle (vehicle) <targetname>
- Vehicle to drive.
Flags
- Start Inactive : [65536]
Inputs
- ForcePickup <targetnameRedirectInput/string>
- Force the driver to pickup the specified entity (by targetname).
- ForceDrop <targetnameRedirectInput/string>
- Force the driver to drop the currently held object at the specified entity's location.
- StartFiring
- Tell the driver to attack nearby enemies with the vehicle's weaponry (if any).
- StopFiring
- Tell the driver to stop attacking nearby enemies with the vehicle's weaponry.
- GotoPathCorner <targetnameRedirectInput/string>
- Tell the driver to go to a specific path corner and continue from there.
Outputs
- OnPickedUpObject
- !activator = picked up object
!caller = this entity
Fired when the ForcePickup specified object has been picked up.
- OnDroppedObject
- !activator = !caller = this entity
Fired when the ForceDrop specified object has been dropped.
- OnPausingBeforeDrop
- !activator = !caller = this entity
Fired at the start of the pause before dropping the ForceDrop specified object.
BaseNPC Outputs
- OnDamaged
- Fired when this NPC takes damage (!activator is the damage inflictor).
- OnDamagedByPlayer
- Fired when this NPC is hurt by a player (!activator is the attacker or vehicle driver [if friendly fire]).
- OnDamagedByPlayerSquad
- Fired when this NPC is hurt by a player OR by one of the player's squadmates (!activator is the attacker or vehicle driver [if friendly fire]).
- OnDeath
- Fired when this NPC is killed (!activator is the killer).
- OnDenyCommanderUse
- Fired when this NPC has refused to join the player's squad.
- OnForcedInteractionAborted
- Fired when the NPC aborts a forced interaction for some reason (target NPC died, couldn't be pathed to, etc.).
- OnForcedInteractionStarted
- Fired when the NPC starts a forced interaction.
- OnForcedInteractionFinished
- "NPCs in actbusies can no longer perform dynamic interactions."
Todo: What does this mean?
- OnHalfHealth
- Fired when this NPC reaches half of its maximum health.
- OnHearCombat
- Fired when this NPC hears combat sounds.
- OnHearPlayer
- Fired when this NPC hears the player.
- OnHearWorld
- Fired when this NPC hears a sound (other than combat or the player).
- OnFoundEnemy <targetname*RedirectOutput/ehandle>
- Fired when this NPC establishes line of sight to its enemy.
- OnLostEnemy
- 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.
- OnLostEnemyLOS
- Fired when this NPC loses line of sight to its enemy.
- OnFoundPlayer <targetname*RedirectOutput/ehandle>
- Fired when this NPC establishes line of sight to its enemy, and that enemy is a player.
- OnLostPlayer
- 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.
- OnLostPlayerLOS
- Fired when this NPC loses line of sight to its enemy, and that enemy is a player.
- OnSleep
- Fired when this NPC enters a sleep state.
- OnWake
- Fired when this NPC comes out of a sleep state.
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