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- @NPCClass base(BaseHelicopter) studio("models/advisor.mdl" ) = npc_combine_advisor_roaming : "Combine Advisor Roaming"
- [
- // Inputs
- input OmniscientOn(void) : "Advisor knows target's location even when target is out of sight or behind cover"
- input OmniscientOff(void) : "Advisor relies on normal sight functions to locate target"
- input BlindfireOn(void ) : "Advisor will fire at an unseen target, attempting to punch through to them"
- input BlindfireOff(void ) : "Advisor only fires at viusible target"
- input SetPenetrationDepth( float ) : "Set penetration depth of bullets"
- input SetDockingBBox( void ) : "Shrink Bounding Box"
- input SetNormalBBox( void ) : "Set Bounding Box to normal size"
- input EnableGroundAttack( void ) : "Allow the advisor to use its ground attack"
- input DisableGroundAttack( void ) : "Don't allow the advisor to use its ground attack"
- input DoGroundAttack( string ) : "Causes the advisor to execute its ground attack"
- input BecomeInvulnerable( void ): "Stops the advisor from taking damage, but still makes sounds effects"
- input BecomeVulnerable( void ): "Makes the advisor act normally to damage"
- input EnableRotorSound(void) : "Turns on rotor sounds"
- input DisableRotorSound(void) : "Turns off rotor sounds"
- input DoAvalancheBlast(void) : "Performs an avalanche blast"
- input DoSpitAttack(void) : "Performs a spit attack"
- input SetMaxSpeed( float ) : "Adjusts max speed for the advisor"
- input DropShield( float ) : "Drops advisor shield for x seconds (0 sec will use default)"
- input SetRetreatTrack( string ) : "Sets a retreat track for advisor to fly to when receiving too much damage"
- // Outputs
- output OnFireCannon(void) : "Fires when the advisor fires a cannon round"
- output OnFirstDamage( void ) : "Fired when the first damage is done to the advisor."
- output OnSecondDamage( void ) : "Fired when the second damage is done to the advisor."
- output OnThirdDamage( void ) : "Fired when the third damage is done to the advisor."
- output OnFourthDamage( void ) : "Fired when the fourth damage is done to the advisor."
- output OnEnoughPhysAmmo( void ) : "Fired when advisor got enough phys ammo."
- output OnLowPhysAmmo( void ) : "Fired when advisor is low on phys ammo."
- output OnOutOfPhysAmmo( void ) : "Fired when advisor has no phys ammo."
- output OnDmgReached( void ) : "Fires when advisor received too much damage exceeding threshold within a short time span."
- ]
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