NPCs¶
For settings, see AI Settings.
NPC Utils¶
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void UpdateEnemyMemoryFromTeammates(entity guy)¶
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void UpdateEnemyMemoryWithinRadius(entity guy, number radius)¶
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void SetEnableNPCs(bool enabled)¶
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void ToggleNPCPathsForEntity(entity ent, bool pathable)¶
Controls if
entis traversable by NPCs
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void ToggleNPCPathsForEntityAtPosition(entity ent, vector pos, bool pathable)¶
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void TransitionNPCPathsForEntity(entity ent, vector pos, bool b)¶
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void SetVisibleEntitiesInConeQueriableEnabled(entity ent, bool enabled)¶
NPC Squads¶
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void CreateNPCSquad(string name)¶
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int GetNPCSquadSize(string name)¶
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void SetNPCSquadMode(string name, number mode)¶
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array<entity> ScriptGetNPCArrayBySquad(string name)¶
Skits¶
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void SkitSetDistancesToClosestHarpoints()¶
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array<entity> GetSkitNodeArray_NearPlayers()¶
Get skit nodes sorted by nearest to average player position with some randomization
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array<entity> GetSkitNodeArray_NearHardpoints()¶
Get skit nodes sorted by nearest to hardpoints with some randomization
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array<entity> GetSkitNodeArray_NearPos()¶
Get skit nodes sorted by nearest to pos with some randomization
Dangerous Areas¶
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void AI_CreateDangerousArea(entity lifetimeEnt, entity weaponOrProjectile, float radius, int safeTeam, bool affectsNormalArmor, bool affectsHeavyArmor)¶
Create a known dangerous are that AI should avoid if necessary. The lifetime of the danger is tied to an entity
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void AI_CreateDangerousArea_Static(entity lifetimeEnt, entity weaponOrProjectile, float radius, int safeTeam, bool affectsNormalArmor, bool affectsHeavyArmor, vector staticOrigin)¶
Same as AI_CreateDangerousArea except the origin is always in a single place
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void AI_CreateDangerousArea_DamageDef(int damageDef, entity lifetimeEnt, int safeTeam, bool affectsNormalArmor, bool affectsHeavyArmor)¶
Create dangerous area using damage def
AIN¶
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bool AINFileIsUpToDate()¶
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bool AINExists()¶
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void SetAINScriptVersion(int version)¶
Spawners¶
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array<entity> GetSpawnerArrayByClassName(string className)¶
Get array of spawners matching a class name
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array<entity> GetSpawnerArrayByScriptName(string name)¶
Get array of spawners matching a script name
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entity GetSpawnerByScriptName(string name)¶