/
ai_basenpc.txt
5782 lines (5782 loc) · 201 KB
/
ai_basenpc.txt
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<!-- schema text {7e125a45-3d83-4043-b292-9e24f8ef27b4} generic {198980d8-3a93-4919-b4c6-dd1fb07a3a4b} -->
CHelpData CHelpData_0
{
CHelpEntry[] m_Entries =
[
CHelpEntry
{
string m_Id = "Element.TalkNPC"
string m_FriendlyName = "TalkNPC"
string m_TooltipOverride = ""
string m_HelpText = "TalkNPC"
},
CHelpEntry
{
string m_Id = "Attribute.TalkNPC.vscripts"
string m_FriendlyName = "Entity Scripts"
string m_TooltipOverride = ""
string m_HelpText = "Name(s) of script files that are executed after all entities have spawned."
},
CHelpEntry
{
string m_Id = "Attribute.TalkNPC.targetname"
string m_FriendlyName = "Name"
string m_TooltipOverride = ""
string m_HelpText = "The name that other entities refer to this entity by."
},
CHelpEntry
{
string m_Id = "Attribute.TalkNPC.renderfx"
string m_FriendlyName = "Render FX"
string m_TooltipOverride = ""
string m_HelpText = ""
},
CHelpEntry
{
string m_Id = "Attribute.TalkNPC.rendermode"
string m_FriendlyName = "Render Mode"
string m_TooltipOverride = ""
string m_HelpText = "Used to set a non-standard rendering mode on this entity. See also \'FX Amount\' and \'FX Color\'."
},
CHelpEntry
{
string m_Id = "Attribute.TalkNPC.mincpulevel"
string m_FriendlyName = "Minimum CPU Level"
string m_TooltipOverride = ""
string m_HelpText = ""
},
CHelpEntry
{
string m_Id = "Attribute.TalkNPC.maxcpulevel"
string m_FriendlyName = "Maximum CPU Level"
string m_TooltipOverride = ""
string m_HelpText = ""
},
CHelpEntry
{
string m_Id = "Attribute.TalkNPC.mingpulevel"
string m_FriendlyName = "Minimum GPU Level"
string m_TooltipOverride = ""
string m_HelpText = ""
},
CHelpEntry
{
string m_Id = "Attribute.TalkNPC.maxgpulevel"
string m_FriendlyName = "Maximum GPU Level"
string m_TooltipOverride = ""
string m_HelpText = ""
},
CHelpEntry
{
string m_Id = "Attribute.TalkNPC.disableX360"
string m_FriendlyName = "Disable X360"
string m_TooltipOverride = ""
string m_HelpText = ""
},
CHelpEntry
{
string m_Id = "Attribute.TalkNPC.renderamt"
string m_FriendlyName = "FX Amount (0 - 255)"
string m_TooltipOverride = ""
string m_HelpText = "The FX amount is used by the selected Render Mode."
},
CHelpEntry
{
string m_Id = "Attribute.TalkNPC.rendercolor"
string m_FriendlyName = "FX Color (R G B)"
string m_TooltipOverride = ""
string m_HelpText = "The FX color is used by the selected Render Mode."
},
CHelpEntry
{
string m_Id = "Attribute.TalkNPC.disablereceiveshadows"
string m_FriendlyName = "Disable Receiving Shadows"
string m_TooltipOverride = ""
string m_HelpText = ""
},
CHelpEntry
{
string m_Id = "Attribute.TalkNPC.lightgroup"
string m_FriendlyName = "Light Group"
string m_TooltipOverride = ""
string m_HelpText = "Will only be lit by lights affecting this group."
},
CHelpEntry
{
string m_Id = "Attribute.TalkNPC.fademindist"
string m_FriendlyName = "Start Fade Dist"
string m_TooltipOverride = ""
string m_HelpText = "Distance at which the overlay starts to fade (<0 = subtract from fademaxdist)."
},
CHelpEntry
{
string m_Id = "Attribute.TalkNPC.fademaxdist"
string m_FriendlyName = "End Fade Dist"
string m_TooltipOverride = ""
string m_HelpText = "Maximum distance at which the overlay is visible (0 = don\'t fade out)."
},
CHelpEntry
{
string m_Id = "Attribute.TalkNPC.fadescale"
string m_FriendlyName = "Fade Scale"
string m_TooltipOverride = ""
string m_HelpText = "If you specify a fade in the worldspawn, or if the engine is running under low end/medium end/XBox360, then the engine will forcibly fade out props even if fademindist/fademaxdist isn\'t specified. This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades. Numbers smaller than 1 cause the prop to fade out at further distances, and greater than 1 cause it to fade out at closer distances."
},
CHelpEntry
{
string m_Id = "Attribute.TalkNPC.damagefilter"
string m_FriendlyName = "Damage Filter"
string m_TooltipOverride = ""
string m_HelpText = "Name of the filter entity that controls which entities can damage us."
},
CHelpEntry
{
string m_Id = "Attribute.TalkNPC.ResponseContext"
string m_FriendlyName = "Response Contexts"
string m_TooltipOverride = ""
string m_HelpText = "Response system context(s) for this entity. Format should be: \'key:value,key2:value2,etc\'. When this entity speaks, the list of keys & values will be passed to the response rules system."
},
CHelpEntry
{
string m_Id = "Attribute.TalkNPC.disableshadows"
string m_FriendlyName = "Disable shadows"
string m_TooltipOverride = ""
string m_HelpText = ""
},
CHelpEntry
{
string m_Id = "Attribute.TalkNPC.target"
string m_FriendlyName = "Target Path Corner"
string m_TooltipOverride = ""
string m_HelpText = "If set, the name of a path corner entity that this NPC will walk to, after spawning."
},
CHelpEntry
{
string m_Id = "Attribute.TalkNPC.squadname"
string m_FriendlyName = "Squad Name"
string m_TooltipOverride = ""
string m_HelpText = "NPCs that are in the same squad (i.e. have matching squad names) will share information about enemies, and will take turns attacking and covering each other."
},
CHelpEntry
{
string m_Id = "Attribute.TalkNPC.hintgroup"
string m_FriendlyName = "Hint Group"
string m_TooltipOverride = ""
string m_HelpText = "Hint groups are used by NPCs to restrict their hint-node searching to a subset of the map\'s hint nodes. Only hint nodes with matching hint group names will be considered by this NPC."
},
CHelpEntry
{
string m_Id = "Attribute.TalkNPC.hintlimiting"
string m_FriendlyName = "Hint Limit Nav"
string m_TooltipOverride = ""
string m_HelpText = "Limits NPC to using specified hint group for navigation requests, but does not limit local navigation."
},
CHelpEntry
{
string m_Id = "Attribute.TalkNPC.allowgenericnodes"
string m_FriendlyName = "If a Hint Group is specified, whether to also allow the use of generic nodes."
string m_TooltipOverride = ""
string m_HelpText = ""
},
CHelpEntry
{
string m_Id = "Attribute.TalkNPC.spawnflags"
string m_FriendlyName = ""
string m_TooltipOverride = ""
string m_HelpText = "spawnflags"
},
CHelpEntry
{
string m_Id = "Attribute.TalkNPC.sleepstate"
string m_FriendlyName = "Sleep State"
string m_TooltipOverride = ""
string m_HelpText = "Holds the NPC in stasis until specified condition. See also \'Wake Radius\' and \'Wake Squad\'."
},
CHelpEntry
{
string m_Id = "Attribute.TalkNPC.wakeradius"
string m_FriendlyName = "Wake Radius"
string m_TooltipOverride = ""
string m_HelpText = "Auto-wake if player within this distance"
},
CHelpEntry
{
string m_Id = "Attribute.TalkNPC.wakesquad"
string m_FriendlyName = "Wake Squad"
string m_TooltipOverride = ""
string m_HelpText = "Wake all of the NPCs squadmates if the NPC is woken"
},
CHelpEntry
{
string m_Id = "Attribute.TalkNPC.enemyfilter"
string m_FriendlyName = "Enemy Filter"
string m_TooltipOverride = ""
string m_HelpText = "Filter by which to filter potential enemies"
},
CHelpEntry
{
string m_Id = "Attribute.TalkNPC.ignoreunseenenemies"
string m_FriendlyName = "Ignore unseen enemies"
string m_TooltipOverride = ""
string m_HelpText = "Prefer visible enemies, regardless of distance or relationship priority"
},
CHelpEntry
{
string m_Id = "Attribute.TalkNPC.physdamagescale"
string m_FriendlyName = "Physics Impact Damage Scale"
string m_TooltipOverride = ""
string m_HelpText = "Scales damage energy when this character is hit by a physics object. With a value of 0 the NPC will take no damage from physics."
},
CHelpEntry
{
string m_Id = "Attribute.TalkNPC.NavRestrictionVolume"
string m_FriendlyName = "Nav Restriction Volume"
string m_TooltipOverride = ""
string m_HelpText = "Markup volume entity to restrict unit navigation"
},
CHelpEntry
{
string m_Id = "Attribute.TalkNPC.UseSentence"
string m_FriendlyName = "Use Sentence"
string m_TooltipOverride = ""
string m_HelpText = ""
},
CHelpEntry
{
string m_Id = "Attribute.TalkNPC.UnUseSentence"
string m_FriendlyName = "Un-Use Sentence"
string m_TooltipOverride = ""
string m_HelpText = ""
},
CHelpEntry
{
string m_Id = "Attribute.TalkNPC.DontUseSpeechSemaphore"
string m_FriendlyName = "Don\'t Use Speech Semaphore"
string m_TooltipOverride = ""
string m_HelpText = "Friendly NPCs are not allowed to speak if another friendly NPC is speaking. In some cases we don\'t want speaking NPCs to prevent other NPCs from speaking (for instance, if there is a friendly NPC speaking for a long time on a monitor). To make this NPC not prevent other NPCs from talking, make it not grab the semaphore when it speaks."
},
CHelpEntry
{
string m_Id = "Element.PlayerCompanion"
string m_FriendlyName = "PlayerCompanion"
string m_TooltipOverride = ""
string m_HelpText = "PlayerCompanion"
},
CHelpEntry
{
string m_Id = "Attribute.PlayerCompanion.vscripts"
string m_FriendlyName = "Entity Scripts"
string m_TooltipOverride = ""
string m_HelpText = "Name(s) of script files that are executed after all entities have spawned."
},
CHelpEntry
{
string m_Id = "Attribute.PlayerCompanion.targetname"
string m_FriendlyName = "Name"
string m_TooltipOverride = ""
string m_HelpText = "The name that other entities refer to this entity by."
},
CHelpEntry
{
string m_Id = "Attribute.PlayerCompanion.renderfx"
string m_FriendlyName = "Render FX"
string m_TooltipOverride = ""
string m_HelpText = ""
},
CHelpEntry
{
string m_Id = "Attribute.PlayerCompanion.rendermode"
string m_FriendlyName = "Render Mode"
string m_TooltipOverride = ""
string m_HelpText = "Used to set a non-standard rendering mode on this entity. See also \'FX Amount\' and \'FX Color\'."
},
CHelpEntry
{
string m_Id = "Attribute.PlayerCompanion.mincpulevel"
string m_FriendlyName = "Minimum CPU Level"
string m_TooltipOverride = ""
string m_HelpText = ""
},
CHelpEntry
{
string m_Id = "Attribute.PlayerCompanion.maxcpulevel"
string m_FriendlyName = "Maximum CPU Level"
string m_TooltipOverride = ""
string m_HelpText = ""
},
CHelpEntry
{
string m_Id = "Attribute.PlayerCompanion.mingpulevel"
string m_FriendlyName = "Minimum GPU Level"
string m_TooltipOverride = ""
string m_HelpText = ""
},
CHelpEntry
{
string m_Id = "Attribute.PlayerCompanion.maxgpulevel"
string m_FriendlyName = "Maximum GPU Level"
string m_TooltipOverride = ""
string m_HelpText = ""
},
CHelpEntry
{
string m_Id = "Attribute.PlayerCompanion.disableX360"
string m_FriendlyName = "Disable X360"
string m_TooltipOverride = ""
string m_HelpText = ""
},
CHelpEntry
{
string m_Id = "Attribute.PlayerCompanion.renderamt"
string m_FriendlyName = "FX Amount (0 - 255)"
string m_TooltipOverride = ""
string m_HelpText = "The FX amount is used by the selected Render Mode."
},
CHelpEntry
{
string m_Id = "Attribute.PlayerCompanion.rendercolor"
string m_FriendlyName = "FX Color (R G B)"
string m_TooltipOverride = ""
string m_HelpText = "The FX color is used by the selected Render Mode."
},
CHelpEntry
{
string m_Id = "Attribute.PlayerCompanion.disablereceiveshadows"
string m_FriendlyName = "Disable Receiving Shadows"
string m_TooltipOverride = ""
string m_HelpText = ""
},
CHelpEntry
{
string m_Id = "Attribute.PlayerCompanion.lightgroup"
string m_FriendlyName = "Light Group"
string m_TooltipOverride = ""
string m_HelpText = "Will only be lit by lights affecting this group."
},
CHelpEntry
{
string m_Id = "Attribute.PlayerCompanion.fademindist"
string m_FriendlyName = "Start Fade Dist"
string m_TooltipOverride = ""
string m_HelpText = "Distance at which the overlay starts to fade (<0 = subtract from fademaxdist)."
},
CHelpEntry
{
string m_Id = "Attribute.PlayerCompanion.fademaxdist"
string m_FriendlyName = "End Fade Dist"
string m_TooltipOverride = ""
string m_HelpText = "Maximum distance at which the overlay is visible (0 = don\'t fade out)."
},
CHelpEntry
{
string m_Id = "Attribute.PlayerCompanion.fadescale"
string m_FriendlyName = "Fade Scale"
string m_TooltipOverride = ""
string m_HelpText = "If you specify a fade in the worldspawn, or if the engine is running under low end/medium end/XBox360, then the engine will forcibly fade out props even if fademindist/fademaxdist isn\'t specified. This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades. Numbers smaller than 1 cause the prop to fade out at further distances, and greater than 1 cause it to fade out at closer distances."
},
CHelpEntry
{
string m_Id = "Attribute.PlayerCompanion.damagefilter"
string m_FriendlyName = "Damage Filter"
string m_TooltipOverride = ""
string m_HelpText = "Name of the filter entity that controls which entities can damage us."
},
CHelpEntry
{
string m_Id = "Attribute.PlayerCompanion.ResponseContext"
string m_FriendlyName = "Response Contexts"
string m_TooltipOverride = ""
string m_HelpText = "Response system context(s) for this entity. Format should be: \'key:value,key2:value2,etc\'. When this entity speaks, the list of keys & values will be passed to the response rules system."
},
CHelpEntry
{
string m_Id = "Attribute.PlayerCompanion.disableshadows"
string m_FriendlyName = "Disable shadows"
string m_TooltipOverride = ""
string m_HelpText = ""
},
CHelpEntry
{
string m_Id = "Attribute.PlayerCompanion.target"
string m_FriendlyName = "Target Path Corner"
string m_TooltipOverride = ""
string m_HelpText = "If set, the name of a path corner entity that this NPC will walk to, after spawning."
},
CHelpEntry
{
string m_Id = "Attribute.PlayerCompanion.squadname"
string m_FriendlyName = "Squad Name"
string m_TooltipOverride = ""
string m_HelpText = "NPCs that are in the same squad (i.e. have matching squad names) will share information about enemies, and will take turns attacking and covering each other."
},
CHelpEntry
{
string m_Id = "Attribute.PlayerCompanion.hintgroup"
string m_FriendlyName = "Hint Group"
string m_TooltipOverride = ""
string m_HelpText = "Hint groups are used by NPCs to restrict their hint-node searching to a subset of the map\'s hint nodes. Only hint nodes with matching hint group names will be considered by this NPC."
},
CHelpEntry
{
string m_Id = "Attribute.PlayerCompanion.hintlimiting"
string m_FriendlyName = "Hint Limit Nav"
string m_TooltipOverride = ""
string m_HelpText = "Limits NPC to using specified hint group for navigation requests, but does not limit local navigation."
},
CHelpEntry
{
string m_Id = "Attribute.PlayerCompanion.allowgenericnodes"
string m_FriendlyName = "If a Hint Group is specified, whether to also allow the use of generic nodes."
string m_TooltipOverride = ""
string m_HelpText = ""
},
CHelpEntry
{
string m_Id = "Attribute.PlayerCompanion.spawnflags"
string m_FriendlyName = ""
string m_TooltipOverride = ""
string m_HelpText = "spawnflags"
},
CHelpEntry
{
string m_Id = "Attribute.PlayerCompanion.sleepstate"
string m_FriendlyName = "Sleep State"
string m_TooltipOverride = ""
string m_HelpText = "Holds the NPC in stasis until specified condition. See also \'Wake Radius\' and \'Wake Squad\'."
},
CHelpEntry
{
string m_Id = "Attribute.PlayerCompanion.wakeradius"
string m_FriendlyName = "Wake Radius"
string m_TooltipOverride = ""
string m_HelpText = "Auto-wake if player within this distance"
},
CHelpEntry
{
string m_Id = "Attribute.PlayerCompanion.wakesquad"
string m_FriendlyName = "Wake Squad"
string m_TooltipOverride = ""
string m_HelpText = "Wake all of the NPCs squadmates if the NPC is woken"
},
CHelpEntry
{
string m_Id = "Attribute.PlayerCompanion.enemyfilter"
string m_FriendlyName = "Enemy Filter"
string m_TooltipOverride = ""
string m_HelpText = "Filter by which to filter potential enemies"
},
CHelpEntry
{
string m_Id = "Attribute.PlayerCompanion.ignoreunseenenemies"
string m_FriendlyName = "Ignore unseen enemies"
string m_TooltipOverride = ""
string m_HelpText = "Prefer visible enemies, regardless of distance or relationship priority"
},
CHelpEntry
{
string m_Id = "Attribute.PlayerCompanion.physdamagescale"
string m_FriendlyName = "Physics Impact Damage Scale"
string m_TooltipOverride = ""
string m_HelpText = "Scales damage energy when this character is hit by a physics object. With a value of 0 the NPC will take no damage from physics."
},
CHelpEntry
{
string m_Id = "Attribute.PlayerCompanion.NavRestrictionVolume"
string m_FriendlyName = "Nav Restriction Volume"
string m_TooltipOverride = ""
string m_HelpText = "Markup volume entity to restrict unit navigation"
},
CHelpEntry
{
string m_Id = "Attribute.PlayerCompanion.AlwaysTransition"
string m_FriendlyName = "Always transition"
string m_TooltipOverride = ""
string m_HelpText = "If yes, this NPC will always teleport to a Player Squad Transition Point if they\'re not within the trigger_transition volume."
},
CHelpEntry
{
string m_Id = "Attribute.PlayerCompanion.DontPickupWeapons"
string m_FriendlyName = "Prevent picking up weapons\?"
string m_TooltipOverride = ""
string m_HelpText = "If yes, this NPC will NOT be allowed to pick up weapons they find on the ground."
},
CHelpEntry
{
string m_Id = "Attribute.PlayerCompanion.GameEndAlly"
string m_FriendlyName = "Is this a vital ally\?"
string m_TooltipOverride = ""
string m_HelpText = "If yes, this NPC will cause the game to end if killed."
},
CHelpEntry
{
string m_Id = "Element.RappelNPC"
string m_FriendlyName = "RappelNPC"
string m_TooltipOverride = ""
string m_HelpText = "RappelNPC"
},
CHelpEntry
{
string m_Id = "Attribute.RappelNPC.vscripts"
string m_FriendlyName = "Entity Scripts"
string m_TooltipOverride = ""
string m_HelpText = "Name(s) of script files that are executed after all entities have spawned."
},
CHelpEntry
{
string m_Id = "Attribute.RappelNPC.targetname"
string m_FriendlyName = "Name"
string m_TooltipOverride = ""
string m_HelpText = "The name that other entities refer to this entity by."
},
CHelpEntry
{
string m_Id = "Attribute.RappelNPC.renderfx"
string m_FriendlyName = "Render FX"
string m_TooltipOverride = ""
string m_HelpText = ""
},
CHelpEntry
{
string m_Id = "Attribute.RappelNPC.rendermode"
string m_FriendlyName = "Render Mode"
string m_TooltipOverride = ""
string m_HelpText = "Used to set a non-standard rendering mode on this entity. See also \'FX Amount\' and \'FX Color\'."
},
CHelpEntry
{
string m_Id = "Attribute.RappelNPC.mincpulevel"
string m_FriendlyName = "Minimum CPU Level"
string m_TooltipOverride = ""
string m_HelpText = ""
},
CHelpEntry
{
string m_Id = "Attribute.RappelNPC.maxcpulevel"
string m_FriendlyName = "Maximum CPU Level"
string m_TooltipOverride = ""
string m_HelpText = ""
},
CHelpEntry
{
string m_Id = "Attribute.RappelNPC.mingpulevel"
string m_FriendlyName = "Minimum GPU Level"
string m_TooltipOverride = ""
string m_HelpText = ""
},
CHelpEntry
{
string m_Id = "Attribute.RappelNPC.maxgpulevel"
string m_FriendlyName = "Maximum GPU Level"
string m_TooltipOverride = ""
string m_HelpText = ""
},
CHelpEntry
{
string m_Id = "Attribute.RappelNPC.disableX360"
string m_FriendlyName = "Disable X360"
string m_TooltipOverride = ""
string m_HelpText = ""
},
CHelpEntry
{
string m_Id = "Attribute.RappelNPC.renderamt"
string m_FriendlyName = "FX Amount (0 - 255)"
string m_TooltipOverride = ""
string m_HelpText = "The FX amount is used by the selected Render Mode."
},
CHelpEntry
{
string m_Id = "Attribute.RappelNPC.rendercolor"
string m_FriendlyName = "FX Color (R G B)"
string m_TooltipOverride = ""
string m_HelpText = "The FX color is used by the selected Render Mode."
},
CHelpEntry
{
string m_Id = "Attribute.RappelNPC.disablereceiveshadows"
string m_FriendlyName = "Disable Receiving Shadows"
string m_TooltipOverride = ""
string m_HelpText = ""
},
CHelpEntry
{
string m_Id = "Attribute.RappelNPC.lightgroup"
string m_FriendlyName = "Light Group"
string m_TooltipOverride = ""
string m_HelpText = "Will only be lit by lights affecting this group."
},
CHelpEntry
{
string m_Id = "Attribute.RappelNPC.fademindist"
string m_FriendlyName = "Start Fade Dist"
string m_TooltipOverride = ""
string m_HelpText = "Distance at which the overlay starts to fade (<0 = subtract from fademaxdist)."
},
CHelpEntry
{
string m_Id = "Attribute.RappelNPC.fademaxdist"
string m_FriendlyName = "End Fade Dist"
string m_TooltipOverride = ""
string m_HelpText = "Maximum distance at which the overlay is visible (0 = don\'t fade out)."
},
CHelpEntry
{
string m_Id = "Attribute.RappelNPC.fadescale"
string m_FriendlyName = "Fade Scale"
string m_TooltipOverride = ""
string m_HelpText = "If you specify a fade in the worldspawn, or if the engine is running under low end/medium end/XBox360, then the engine will forcibly fade out props even if fademindist/fademaxdist isn\'t specified. This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades. Numbers smaller than 1 cause the prop to fade out at further distances, and greater than 1 cause it to fade out at closer distances."
},
CHelpEntry
{
string m_Id = "Attribute.RappelNPC.damagefilter"
string m_FriendlyName = "Damage Filter"
string m_TooltipOverride = ""
string m_HelpText = "Name of the filter entity that controls which entities can damage us."
},
CHelpEntry
{
string m_Id = "Attribute.RappelNPC.ResponseContext"
string m_FriendlyName = "Response Contexts"
string m_TooltipOverride = ""
string m_HelpText = "Response system context(s) for this entity. Format should be: \'key:value,key2:value2,etc\'. When this entity speaks, the list of keys & values will be passed to the response rules system."
},
CHelpEntry
{
string m_Id = "Attribute.RappelNPC.disableshadows"
string m_FriendlyName = "Disable shadows"
string m_TooltipOverride = ""
string m_HelpText = ""
},
CHelpEntry
{
string m_Id = "Attribute.RappelNPC.target"
string m_FriendlyName = "Target Path Corner"
string m_TooltipOverride = ""
string m_HelpText = "If set, the name of a path corner entity that this NPC will walk to, after spawning."
},
CHelpEntry
{
string m_Id = "Attribute.RappelNPC.squadname"
string m_FriendlyName = "Squad Name"
string m_TooltipOverride = ""
string m_HelpText = "NPCs that are in the same squad (i.e. have matching squad names) will share information about enemies, and will take turns attacking and covering each other."
},
CHelpEntry
{
string m_Id = "Attribute.RappelNPC.hintgroup"
string m_FriendlyName = "Hint Group"
string m_TooltipOverride = ""
string m_HelpText = "Hint groups are used by NPCs to restrict their hint-node searching to a subset of the map\'s hint nodes. Only hint nodes with matching hint group names will be considered by this NPC."
},
CHelpEntry
{
string m_Id = "Attribute.RappelNPC.hintlimiting"
string m_FriendlyName = "Hint Limit Nav"
string m_TooltipOverride = ""
string m_HelpText = "Limits NPC to using specified hint group for navigation requests, but does not limit local navigation."
},
CHelpEntry
{
string m_Id = "Attribute.RappelNPC.allowgenericnodes"
string m_FriendlyName = "If a Hint Group is specified, whether to also allow the use of generic nodes."
string m_TooltipOverride = ""
string m_HelpText = ""
},
CHelpEntry
{
string m_Id = "Attribute.RappelNPC.spawnflags"
string m_FriendlyName = ""
string m_TooltipOverride = ""
string m_HelpText = "spawnflags"
},
CHelpEntry
{
string m_Id = "Attribute.RappelNPC.sleepstate"
string m_FriendlyName = "Sleep State"
string m_TooltipOverride = ""
string m_HelpText = "Holds the NPC in stasis until specified condition. See also \'Wake Radius\' and \'Wake Squad\'."
},
CHelpEntry
{
string m_Id = "Attribute.RappelNPC.wakeradius"
string m_FriendlyName = "Wake Radius"
string m_TooltipOverride = ""
string m_HelpText = "Auto-wake if player within this distance"
},
CHelpEntry
{
string m_Id = "Attribute.RappelNPC.wakesquad"
string m_FriendlyName = "Wake Squad"
string m_TooltipOverride = ""
string m_HelpText = "Wake all of the NPCs squadmates if the NPC is woken"
},
CHelpEntry
{
string m_Id = "Attribute.RappelNPC.enemyfilter"
string m_FriendlyName = "Enemy Filter"
string m_TooltipOverride = ""
string m_HelpText = "Filter by which to filter potential enemies"
},
CHelpEntry
{
string m_Id = "Attribute.RappelNPC.ignoreunseenenemies"
string m_FriendlyName = "Ignore unseen enemies"
string m_TooltipOverride = ""
string m_HelpText = "Prefer visible enemies, regardless of distance or relationship priority"
},
CHelpEntry
{
string m_Id = "Attribute.RappelNPC.physdamagescale"
string m_FriendlyName = "Physics Impact Damage Scale"
string m_TooltipOverride = ""
string m_HelpText = "Scales damage energy when this character is hit by a physics object. With a value of 0 the NPC will take no damage from physics."
},
CHelpEntry
{
string m_Id = "Attribute.RappelNPC.NavRestrictionVolume"
string m_FriendlyName = "Nav Restriction Volume"
string m_TooltipOverride = ""
string m_HelpText = "Markup volume entity to restrict unit navigation"
},
CHelpEntry
{
string m_Id = "Attribute.RappelNPC.waitingtorappel"
string m_FriendlyName = "Waiting to Rappel\?"
string m_TooltipOverride = ""
string m_HelpText = "If yes, this NPC spawns suspended in air and awaits a BeginRappel input. It will then spawn a zipline and slide down. When it hits the ground, NPC will cut away the line and try to move forward a few feet to make room for the next NPC. The NPC will not attempt to clear its landing space if it cannot do so by taking a few steps forward"
},
CHelpEntry
{
string m_Id = "Element.VehicleDriverNPC"
string m_FriendlyName = "VehicleDriverNPC"
string m_TooltipOverride = ""
string m_HelpText = "VehicleDriverNPC"
},
CHelpEntry
{
string m_Id = "Attribute.VehicleDriverNPC.vscripts"
string m_FriendlyName = "Entity Scripts"
string m_TooltipOverride = ""
string m_HelpText = "Name(s) of script files that are executed after all entities have spawned."
},
CHelpEntry
{
string m_Id = "Attribute.VehicleDriverNPC.targetname"
string m_FriendlyName = "Name"
string m_TooltipOverride = ""
string m_HelpText = "The name that other entities refer to this entity by."
},
CHelpEntry
{
string m_Id = "Attribute.VehicleDriverNPC.renderfx"
string m_FriendlyName = "Render FX"
string m_TooltipOverride = ""
string m_HelpText = ""
},
CHelpEntry
{
string m_Id = "Attribute.VehicleDriverNPC.rendermode"
string m_FriendlyName = "Render Mode"
string m_TooltipOverride = ""
string m_HelpText = "Used to set a non-standard rendering mode on this entity. See also \'FX Amount\' and \'FX Color\'."
},
CHelpEntry
{
string m_Id = "Attribute.VehicleDriverNPC.mincpulevel"
string m_FriendlyName = "Minimum CPU Level"
string m_TooltipOverride = ""
string m_HelpText = ""
},
CHelpEntry
{
string m_Id = "Attribute.VehicleDriverNPC.maxcpulevel"
string m_FriendlyName = "Maximum CPU Level"
string m_TooltipOverride = ""
string m_HelpText = ""
},
CHelpEntry
{
string m_Id = "Attribute.VehicleDriverNPC.mingpulevel"
string m_FriendlyName = "Minimum GPU Level"
string m_TooltipOverride = ""
string m_HelpText = ""
},
CHelpEntry
{
string m_Id = "Attribute.VehicleDriverNPC.maxgpulevel"
string m_FriendlyName = "Maximum GPU Level"
string m_TooltipOverride = ""
string m_HelpText = ""
},
CHelpEntry
{
string m_Id = "Attribute.VehicleDriverNPC.disableX360"
string m_FriendlyName = "Disable X360"
string m_TooltipOverride = ""
string m_HelpText = ""
},
CHelpEntry
{
string m_Id = "Attribute.VehicleDriverNPC.renderamt"
string m_FriendlyName = "FX Amount (0 - 255)"
string m_TooltipOverride = ""
string m_HelpText = "The FX amount is used by the selected Render Mode."
},
CHelpEntry
{
string m_Id = "Attribute.VehicleDriverNPC.rendercolor"
string m_FriendlyName = "FX Color (R G B)"
string m_TooltipOverride = ""
string m_HelpText = "The FX color is used by the selected Render Mode."
},
CHelpEntry
{
string m_Id = "Attribute.VehicleDriverNPC.disablereceiveshadows"
string m_FriendlyName = "Disable Receiving Shadows"
string m_TooltipOverride = ""
string m_HelpText = ""
},
CHelpEntry
{
string m_Id = "Attribute.VehicleDriverNPC.lightgroup"
string m_FriendlyName = "Light Group"
string m_TooltipOverride = ""
string m_HelpText = "Will only be lit by lights affecting this group."
},
CHelpEntry
{
string m_Id = "Attribute.VehicleDriverNPC.fademindist"
string m_FriendlyName = "Start Fade Dist"
string m_TooltipOverride = ""
string m_HelpText = "Distance at which the overlay starts to fade (<0 = subtract from fademaxdist)."
},
CHelpEntry
{
string m_Id = "Attribute.VehicleDriverNPC.fademaxdist"
string m_FriendlyName = "End Fade Dist"
string m_TooltipOverride = ""
string m_HelpText = "Maximum distance at which the overlay is visible (0 = don\'t fade out)."
},
CHelpEntry
{
string m_Id = "Attribute.VehicleDriverNPC.fadescale"
string m_FriendlyName = "Fade Scale"
string m_TooltipOverride = ""
string m_HelpText = "If you specify a fade in the worldspawn, or if the engine is running under low end/medium end/XBox360, then the engine will forcibly fade out props even if fademindist/fademaxdist isn\'t specified. This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades. Numbers smaller than 1 cause the prop to fade out at further distances, and greater than 1 cause it to fade out at closer distances."
},
CHelpEntry
{
string m_Id = "Attribute.VehicleDriverNPC.damagefilter"
string m_FriendlyName = "Damage Filter"
string m_TooltipOverride = ""
string m_HelpText = "Name of the filter entity that controls which entities can damage us."
},
CHelpEntry
{
string m_Id = "Attribute.VehicleDriverNPC.ResponseContext"
string m_FriendlyName = "Response Contexts"
string m_TooltipOverride = ""
string m_HelpText = "Response system context(s) for this entity. Format should be: \'key:value,key2:value2,etc\'. When this entity speaks, the list of keys & values will be passed to the response rules system."
},
CHelpEntry
{
string m_Id = "Attribute.VehicleDriverNPC.disableshadows"
string m_FriendlyName = "Disable shadows"
string m_TooltipOverride = ""
string m_HelpText = ""
},
CHelpEntry
{
string m_Id = "Attribute.VehicleDriverNPC.target"
string m_FriendlyName = "Target Path Corner"
string m_TooltipOverride = ""
string m_HelpText = "If set, the name of a path corner entity that this NPC will walk to, after spawning."
},
CHelpEntry
{
string m_Id = "Attribute.VehicleDriverNPC.squadname"
string m_FriendlyName = "Squad Name"
string m_TooltipOverride = ""
string m_HelpText = "NPCs that are in the same squad (i.e. have matching squad names) will share information about enemies, and will take turns attacking and covering each other."
},
CHelpEntry
{
string m_Id = "Attribute.VehicleDriverNPC.hintgroup"
string m_FriendlyName = "Hint Group"
string m_TooltipOverride = ""
string m_HelpText = "Hint groups are used by NPCs to restrict their hint-node searching to a subset of the map\'s hint nodes. Only hint nodes with matching hint group names will be considered by this NPC."
},
CHelpEntry
{
string m_Id = "Attribute.VehicleDriverNPC.hintlimiting"
string m_FriendlyName = "Hint Limit Nav"
string m_TooltipOverride = ""
string m_HelpText = "Limits NPC to using specified hint group for navigation requests, but does not limit local navigation."
},
CHelpEntry
{
string m_Id = "Attribute.VehicleDriverNPC.allowgenericnodes"
string m_FriendlyName = "If a Hint Group is specified, whether to also allow the use of generic nodes."
string m_TooltipOverride = ""
string m_HelpText = ""
},
CHelpEntry
{
string m_Id = "Attribute.VehicleDriverNPC.spawnflags"
string m_FriendlyName = ""
string m_TooltipOverride = ""
string m_HelpText = "spawnflags"
},
CHelpEntry
{
string m_Id = "Attribute.VehicleDriverNPC.sleepstate"
string m_FriendlyName = "Sleep State"
string m_TooltipOverride = ""
string m_HelpText = "Holds the NPC in stasis until specified condition. See also \'Wake Radius\' and \'Wake Squad\'."
},
CHelpEntry
{
string m_Id = "Attribute.VehicleDriverNPC.wakeradius"
string m_FriendlyName = "Wake Radius"
string m_TooltipOverride = ""
string m_HelpText = "Auto-wake if player within this distance"
},
CHelpEntry
{
string m_Id = "Attribute.VehicleDriverNPC.wakesquad"
string m_FriendlyName = "Wake Squad"
string m_TooltipOverride = ""
string m_HelpText = "Wake all of the NPCs squadmates if the NPC is woken"
},
CHelpEntry
{
string m_Id = "Attribute.VehicleDriverNPC.enemyfilter"
string m_FriendlyName = "Enemy Filter"
string m_TooltipOverride = ""
string m_HelpText = "Filter by which to filter potential enemies"
},
CHelpEntry
{
string m_Id = "Attribute.VehicleDriverNPC.ignoreunseenenemies"
string m_FriendlyName = "Ignore unseen enemies"
string m_TooltipOverride = ""
string m_HelpText = "Prefer visible enemies, regardless of distance or relationship priority"
},
CHelpEntry
{
string m_Id = "Attribute.VehicleDriverNPC.physdamagescale"
string m_FriendlyName = "Physics Impact Damage Scale"
string m_TooltipOverride = ""
string m_HelpText = "Scales damage energy when this character is hit by a physics object. With a value of 0 the NPC will take no damage from physics."
},
CHelpEntry
{
string m_Id = "Attribute.VehicleDriverNPC.NavRestrictionVolume"
string m_FriendlyName = "Nav Restriction Volume"
string m_TooltipOverride = ""
string m_HelpText = "Markup volume entity to restrict unit navigation"
},
CHelpEntry
{
string m_Id = "Attribute.VehicleDriverNPC.vehicle"
string m_FriendlyName = "Vehicle to drive"
string m_TooltipOverride = ""
string m_HelpText = ""
},
CHelpEntry
{
string m_Id = "Element.npc_vehicledriver"
string m_FriendlyName = "npc_vehicledriver"
string m_TooltipOverride = ""
string m_HelpText = "NPC used to drive a target vehicle."
},
CHelpEntry
{
string m_Id = "Attribute.npc_vehicledriver.vscripts"
string m_FriendlyName = "Entity Scripts"
string m_TooltipOverride = ""
string m_HelpText = "Name(s) of script files that are executed after all entities have spawned."
},
CHelpEntry