stvoy-sp-sdk/game/NPC_spawn.cpp

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//b_spawn.cpp
//added by MCG
#include "b_local.h"
#include "anims.h"
#include "g_functions.h"
#include "boltOns.h"
extern cvar_t *g_sex;
extern qboolean G_CheckInSolid (gentity_t *self, qboolean fix);
extern void ClientUserinfoChanged( int clientNum );
extern qboolean SpotWouldTelefrag2( gentity_t *mover, vec3_t dest );
extern void FX_BorgTeleport( vec3_t org );
extern void Q3_SetParm (int entID, int parmNum, const char *parmValue);
extern char showSPaths[MAX_QPATH];
extern team_t TranslateTeamName( const char *name );
extern char *TeamNames[TEAM_NUM_TEAMS];
extern void G_InitBoltOnData ( gentity_t *ent );
extern void CG_ShimmeryThing_Spawner( vec3_t start, vec3_t end, float radius, qboolean taper, int duration );
extern void Q3_DebugPrint( int level, const char *format, ... );
extern void NPC_StasisSpawnEffect( gentity_t *ent );
extern void PM_SetTorsoAnimTimer( gentity_t *ent, int *torsoAnimTimer, int time );
extern void PM_SetLegsAnimTimer( gentity_t *ent, int *legsAnimTimer, int time );
#define NSF_DROP_TO_FLOOR 16
void HirogenAlpha_Precache( void );
/*
-------------------------
NPC_PainFunc
-------------------------
*/
painFunc_t NPC_PainFunc( gentity_t *ent )
{
painFunc_t func;
switch ( ent->client->playerTeam )
{
case TEAM_SCAVENGERS:
func = painF_NPC_Scav_Pain;
break;
default:
func = painF_NPC_Pain;
break;
}
return func;
}
/*
-------------------------
NPC_TouchFunc
-------------------------
*/
touchFunc_t NPC_TouchFunc( gentity_t *ent )
{
return touchF_NPC_Touch;
}
/*
-------------------------
NPC_SetMiscDefaultData
-------------------------
*/
void NPC_SetMiscDefaultData( gentity_t *ent )
{
switch(ent->client->playerTeam)
{
case TEAM_BORG:
//FIXME: Is NPC always pointing at the same as ent here?
ent->NPC->aiFlags |= NPCAI_SHIELDS;
ent->physicsBounce = 400;//higher mass for less knockback
break;
case TEAM_STARFLEET:
ent->flags |= FL_NO_KNOCKBACK;
break;
case TEAM_BOTS:
if ( Q_stricmp( ent->NPC_type, "hunterseeker" ) == 0 )
{
ent->client->ps.gravity = 0;
ent->svFlags |= SVF_CUSTOM_GRAVITY;
}
if ( Q_stricmp( ent->NPC_type, "headbot" ) == 0 )
{
ent->client->ps.gravity = 0;
ent->svFlags |= SVF_CUSTOM_GRAVITY;
//See if he should start plugged in
if ( ent->spawnflags & 2 )
{
NPC_SetAnim(ent, SETANIM_BOTH, BOTH_SLEEP1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
client->ps.legsAnimTimer = -1;
}
}
if ( ( Q_stricmp( ent->NPC_type, "warriorbot" ) == 0 ) || ( Q_stricmp( ent->NPC_type, "warriorbot_boss" ) == 0 ) )
{
ent->physicsBounce = 500;//higher mass for less knockback
//Add the head unless flagged not to
if ( ( ent->spawnflags & 2 ) == qfalse )
G_AddBoltOn( ent, "headbot_warriorbot" );
else
ent->flags |= FL_NOTARGET;
}
if ( Q_stricmp( ent->NPC_type, "scoutbot" ) == 0 )
{
ent->physicsBounce = 400;//higher mass for less knockback
//Add the head unless flagged not to
if ( ( ent->spawnflags & 2 ) == qfalse )
G_AddBoltOn( ent, "headbot_scoutbot" );
else
ent->flags |= FL_NOTARGET;
}
break;
case TEAM_FORGE:
if ( Q_stricmp( ent->NPC_type, "vohrsoth" ) == 0 )
{
VectorSet( ent->mins, -180, -70, -28 );
VectorSet( ent->maxs, 20, 70, 150 );
}
break;
/*
case TEAM_SCAVENGERS:
if ( Q_stricmp( ent->NPC_type, "hirogenalpha" ) == 0 )
{
}
break;
*/
default:
break;
}
if ( Q_stricmp( "satan", ent->NPC_type ) == 0 )
{
ent->spawnflags |= SFB_TASER;
}
}
/*
-------------------------
NPC_WeaponForTeam
-------------------------
*/
weapon_t NPC_WeaponForTeam( team_t team, int spawnflags, const char *NPC_type )
{
switch(team)
{
case TEAM_BORG:
if(spawnflags & SFB_GUN)
return WP_BORG_WEAPON;
if(spawnflags & SFB_TASER)
return WP_BORG_TASER;
if(spawnflags & SFB_DRILL)
return WP_BORG_DRILL;
return WP_BORG_ASSIMILATOR;
break;
case TEAM_HIROGEN:
if( Q_stricmp( "hirogenalpha", NPC_type ) == 0 )
return WP_TETRION_DISRUPTOR;
if ( Q_stricmp( "satan", NPC_type ) == 0 )
return WP_BORG_TASER;
//Falls through
case TEAM_KLINGON:
if ( spawnflags & 1 )
return WP_KLINGON_BLADE;
//NOTENOTE: Falls through if not a knife user
case TEAM_IMPERIAL:
if ( spawnflags & 1 )
return WP_IMPERIAL_BLADE;
//NOTENOTE: Falls through if not a knife user
case TEAM_SCAVENGERS:
case TEAM_MALON:
if( Q_stricmp( "desperado", NPC_type ) == 0 )
return WP_DESPERADO;
if( Q_stricmp( "paladin", NPC_type ) == 0 )
return WP_PALADIN;
if ( Q_stricmp( "chaoticaguard", NPC_type ) == 0 || Q_stricmp( "chaotica", NPC_type ) == 0 )
return WP_CHAOTICA_GUARD_GUN;
return WP_SCAVENGER_RIFLE;
break;
case TEAM_STARFLEET:
if(spawnflags & SFB_TRICORDER)
return WP_TRICORDER;
if(spawnflags & SFB_RIFLEMAN)
return WP_COMPRESSION_RIFLE;
if(spawnflags & SFB_PHASER)
return WP_PHASER;
if ( Q_stricmp( "buster", NPC_type ) == 0 || Q_stricmp( "proton", NPC_type ) == 0 )
return WP_PROTON_GUN;
break;
case TEAM_BOTS:
if ( ( Q_stricmp( "warriorbot", NPC_type ) == 0 ) || ( Q_stricmp( "warriorbot_boss", NPC_type ) == 0 ) )
return WP_MELEE;
if ( Q_stricmp( "hunterseeker", NPC_type ) == 0 )
return WP_BOT_ROCKET;
if ( Q_stricmp( "scoutbot", NPC_type ) == 0 )
return WP_BOT_WELDER;
break;
case TEAM_FORGE:
if( Q_stricmp( "harvester", NPC_type ) == 0 || Q_stricmp( "biohulk", NPC_type ) == 0 )
return WP_MELEE;
if( Q_stricmp( "avatar", NPC_type ) == 0 )
return WP_FORGE_PSYCH;
if( Q_stricmp( "reaver", NPC_type ) == 0 )
return WP_FORGE_PROJ;
break;
case TEAM_STASIS:
//Are we marked as a shooter?
if ( spawnflags & 2 )
return WP_STASIS_ATTACK;
return WP_MELEE;
break;
case TEAM_PARASITE:
return WP_PARASITE;
break;
case TEAM_8472:
return WP_MELEE;
break;
default:
break;
}
return WP_NONE;
}
void ChangeWeapon( gentity_t *ent, int newWeapon );
/*
-------------------------
NPC_SetWeapons
-------------------------
*/
void NPC_SetWeapons( gentity_t *ent )
{
weapon_t weapon = NPC_WeaponForTeam( ent->client->playerTeam, ent->spawnflags, ent->NPC_type );
if ( weapon == WP_BORG_TASER )
{
ent->NPC->stats.aim = 5;
}
switch ( ent->client->playerTeam )
{
case TEAM_KLINGON:
case TEAM_MALON:
case TEAM_HIROGEN:
case TEAM_IMPERIAL:
ent->client->playerTeam = TEAM_SCAVENGERS;
break;
}
if ( weapon != WP_NONE )
{
ent->client->ps.stats[STAT_WEAPONS] = ( 1 << weapon );
RegisterItem( FindItemForWeapon( weapon) ); //precache the weapon
ent->NPC->currentAmmo = ent->client->ps.ammo[weaponData[weapon].ammoIndex] = 100;
ent->client->ps.weapon = weapon;
ent->client->ps.weaponstate = WEAPON_IDLE;
}
ChangeWeapon( ent, weapon );
}
/*
-------------------------
NPC_SpawnEffect
NOTE: Make sure any effects called here have their models, tga's and sounds precached in
CG_RegisterNPCEffects in cg_player.cpp
-------------------------
*/
void NPC_SpawnEffect (gentity_t *ent)
{
if ( ent->spawnflags&SFB_SILENTSPAWN )
{
return;
}
gentity_t *tent;
// NOTE: Make sure any effects called here have their models, tga's and sounds precached in
// CG_RegisterNPCEffects in cg_player.cpp
switch( ent->client->playerTeam )
{
case TEAM_BORG:
FX_BorgTeleport( ent->client->ps.origin );
break;
case TEAM_SCAVENGERS:
case TEAM_KLINGON:
case TEAM_MALON:
case TEAM_HIROGEN:
case TEAM_IMPERIAL:
tent = G_TempEntity( ent->client->ps.origin, EV_SCAV_BEAMING );
tent->owner = ent;
break;
case TEAM_STARFLEET:
tent = G_TempEntity( ent->client->ps.origin, EV_PLAYER_TELEPORT_IN );
tent->owner = ent;
break;
case TEAM_STASIS:
NPC_StasisSpawnEffect( ent );
tent = G_TempEntity( ent->client->ps.origin, EV_STASIS_TELEPORT_IN );
tent->count = 1; // flag to play stasis appear sound
tent->owner = ent;
break;
case TEAM_8472:
tent = G_TempEntity( ent->client->ps.origin, EV_SPECIES_TELEPORT );
tent->s.eventParm = 0;
tent->owner = ent;
break;
case TEAM_FORGE:
G_AddEvent( ent, EV_FORGE_FADE, 2 );
break;
case TEAM_PARASITE:
case TEAM_BOTS:
default:
break;
}
}
//--------------------------------------------------------------
// NPC_SetFX_SpawnStates
//
// Set up any special parms for spawn effects
//--------------------------------------------------------------
void NPC_SetFX_SpawnStates( gentity_t *ent )
{
// -Etherians -------
if ( ent->client->playerTeam == TEAM_STASIS )
{
ent->svFlags |= SVF_CUSTOM_GRAVITY;
ent->client->ps.gravity = 300;
if ( !(ent->spawnflags & SFB_SILENTSPAWN) )
{
// The spawn effect can happen, so it's ok to do this extra setup stuff for the effect.
ent->fx_time = level.time;
ent->s.eFlags |= EF_SCALE_UP;
ent->client->ps.eFlags |= EF_SCALE_UP;
// Make it really small to start with
VectorSet( ent->client->renderInfo.scaleXYZ, 1,1,1 );
}
}
else
{
ent->client->ps.gravity = g_gravity->value;
}
// -Hunterseeker -------
if ( !stricmp( ent->NPC_type, "hunterseeker" ) )
{
// Set the custom banking flag
ent->s.eFlags |= EF_BANK_STRAFE;
ent->client->ps.eFlags |= EF_BANK_STRAFE;
}
// -8472 -------
if ( ent->client->playerTeam == TEAM_8472 )
{
if ( !(ent->spawnflags & SFB_SILENTSPAWN) )
{
// The spawn effect can happen, so it's ok to do this extra setup stuff for the effect.
ent->fx_time = level.time;
ent->s.eFlags |= EF_SCALE_UP;
ent->client->ps.eFlags |= EF_SCALE_UP;
// Make it really small to start with
VectorSet( ent->client->renderInfo.scaleXYZ, 1,1,100 );
}
}
// -Forge -----
if ( ent->client->playerTeam == TEAM_FORGE )
{
if ( !(ent->spawnflags & SFB_SILENTSPAWN) )
{
// The spawn effect can happen, so it's ok to do this extra setup stuff for the effect.
ent->fx_time = level.time;
ent->s.eFlags |= EF_SCALE_UP;
ent->client->ps.eFlags |= EF_SCALE_UP;
// Make it really small to start with
VectorSet( ent->client->renderInfo.scaleXYZ, 1,1,100 );
}
}
}
//--------------------------------------------------------------
void NPC_Begin (gentity_t *ent)
{
vec3_t spawn_origin, spawn_angles;
gclient_t *client;
usercmd_t ucmd;
gentity_t *spawnPoint = NULL;
memset( &ucmd, 0, sizeof( ucmd ) );
if ( !(ent->spawnflags & SFB_NOTSOLID) )
{//No NPCs should telefrag
if( SpotWouldTelefrag( ent, TEAM_FREE ) )//(team_t)(ent->client->playerTeam)
{
if ( ent->wait < 0 )
{//remove yourself
Q3_DebugPrint( WL_DEBUG, "NPC %s could not spawn, firing target3 (%s) and removing self\n", ent->targetname, ent->target3 );
//Fire off our target3
G_UseTargets2( ent, ent, ent->target3 );
//Kill us
ent->e_ThinkFunc = thinkF_G_FreeEntity;
ent->nextthink = level.time + 100;
}
else
{
Q3_DebugPrint( WL_DEBUG, "NPC %s could not spawn, waiting %4.2 secs to try again\n", ent->targetname, ent->wait/1000.0f );
ent->e_ThinkFunc = thinkF_NPC_Begin;
ent->nextthink = level.time + ent->wait;//try again in half a second
}
return;
}
}
//Spawn effect
NPC_SpawnEffect( ent );
VectorCopy( ent->client->ps.origin, spawn_origin);
VectorCopy( ent->s.angles, spawn_angles);
spawn_angles[YAW] = ent->NPC->desiredYaw;
client = ent->client;
// increment the spawncount so the client will detect the respawn
client->ps.persistant[PERS_SPAWN_COUNT]++;
client->airOutTime = level.time + 12000;
client->ps.clientNum = ent->s.number;
// clear entity values
ent->max_health = client->pers.maxHealth = client->ps.stats[STAT_MAX_HEALTH] = 100;
ent->s.groundEntityNum = -1;
ent->takedamage = qtrue;
ent->inuse = qtrue;
ent->classname = "NPC";
if ( ent->client->race == RACE_HOLOGRAM )
{//can shoot through holograms, but not walk through them
ent->contents = CONTENTS_PLAYERCLIP|CONTENTS_MONSTERCLIP|CONTENTS_ITEM;//contents_corspe to make them show up in ID and use traces
ent->clipmask = MASK_NPCSOLID;
}
else if(!(ent->spawnflags & SFB_NOTSOLID))
{
ent->contents = CONTENTS_BODY;
ent->clipmask = MASK_NPCSOLID;
}
else
{
ent->contents = 0;
ent->clipmask = MASK_NPCSOLID&~CONTENTS_BODY;
}
if(!ent->NPC->stats.moveType)//Static?
{
ent->NPC->stats.moveType = MT_RUNJUMP;
}
ent->e_DieFunc = dieF_player_die;
ent->waterlevel = 0;
ent->watertype = 0;
//visible to player and NPCs
ent->flags &= ~FL_NOTARGET;
ent->s.eFlags &= ~EF_NODRAW;
NPC_SetFX_SpawnStates( ent );
client->ps.friction = 6;
NPC_SetWeapons(ent);
//MCG - Begin: HACK: no health if already have some
if(ent->health <= 0)
{
//ORIGINAL ID: health will count down towards max_health
ent->health = client->ps.stats[STAT_HEALTH] = ent->max_health * 1.25;
}
else
client->ps.stats[STAT_HEALTH] = ent->max_health = ent->health;
//MCG - End
VectorCopy( spawn_origin, client->ps.origin );
// the respawned flag will be cleared after the attack and jump keys come up
client->ps.pm_flags |= PMF_RESPAWNED;
// clear entity state values
ent->s.eType = ET_PLAYER;
ent->s.eFlags |= EF_NPC;
// ent->s.skinNum = ent - g_entities - 1; // used as index to get custom models
VectorCopy (spawn_origin, ent->s.origin);
// ent->s.origin[2] += 1; // make sure off ground
SetClientViewAngle( ent, spawn_angles );
client->renderInfo.lookTarget = ENTITYNUM_NONE;
if(!(ent->spawnflags & 64))
{
G_KillBox( ent );
gi.linkentity (ent);
}
// don't allow full run speed for a bit
client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
client->ps.pm_time = 100;
client->respawnTime = level.time;
client->inactivityTime = level.time + g_inactivity->value * 1000;
client->latched_buttons = 0;
// set default animations
NPC_SetAnim( ent, SETANIM_BOTH, BOTH_STAND1, SETANIM_FLAG_NORMAL );
if( spawnPoint )
{
// fire the targets of the spawn point
G_UseTargets( spawnPoint, ent );
}
// run a client frame to drop exactly to the floor,
// initialize animations and other things
memset( &ucmd, 0, sizeof( ucmd ) );
VectorCopy( client->pers.cmd_angles, ucmd.angles );
ClientThink(ent->s.number, &ucmd);
//ICARUS include
ICARUS_InitEnt( ent );
//==NPC initialization
SetNPCGlobals( ent );
memset( &ucmd, 0, sizeof( ucmd ) );
ent->enemy = NULL;
NPCInfo->timeOfDeath = 0;
NPCInfo->shotTime = 0;
NPC_ClearGoal();
NPC_ChangeWeapon( ent->client->ps.weapon );
//==Final NPC initialization
ent->e_PainFunc = NPC_PainFunc( ent ); //painF_NPC_Pain;
ent->e_TouchFunc = NPC_TouchFunc( ent ); //touchF_NPC_Touch;
// ent->NPC->side = 1;
ent->client->ps.ping = ent->NPC->stats.reactions * 50;
//MCG - Begin: NPC hacks
//FIXME: Set the team correctly
ent->client->ps.persistant[PERS_TEAM] = ent->client->playerTeam;
//Run a script if you have one assigned to you
if ( ent->behaviorSet[BSET_SPAWN] )
{
G_ActivateBehavior( ent, BSET_SPAWN );
}
ent->client->ps.eFlags |= EF_NPC;
ent->e_UseFunc = useF_NPC_Use;
ent->e_ThinkFunc = thinkF_NPC_Think;
ent->nextthink = level.time + FRAMETIME + Q_irand(0, 100);
NPC_SetMiscDefaultData( ent );
if ( !(ent->spawnflags & SFB_STARTINSOLID) )
{//Not okay to start in solid
G_CheckInSolid( ent, qtrue );
}
VectorClear( ent->NPC->lastClearOrigin );
gi.linkentity( ent );
}
gNPC_t *New_NPC_t()
{
gNPC_t *ptr = (gNPC_t *)G_Alloc (sizeof(gNPC_t));
if (ptr)
{
// clear it...
//
memset(ptr, 0, sizeof( *ptr ) );
// specific inits...
//
ptr->iSquadPathIndex = -1; // -1 is treated as NULL ptr for above would be
ptr->iSquadRouteIndex= -1;
}
return ptr;
}
/*
-------------------------
NPC_StasisSpawn_Go
-------------------------
*/
qboolean NPC_StasisSpawn_Go( gentity_t *ent )
{
//Setup an owner pointer if we need it
if VALIDSTRING( ent->ownername )
{
ent->owner = G_Find( NULL, FOFS( targetname ), ent->ownername );
if ( ( ent->owner ) && ( ent->owner->health <= 0 ) )
{//our spawner thing is broken
if ( ent->target2 && ent->target2[0] )
{
//Fire off our target2
G_UseTargets2( ent, ent, ent->target2 );
//Kill us
ent->e_ThinkFunc = thinkF_G_FreeEntity;
ent->nextthink = level.time + 100;
}
else
{
//Try to spawn again in one second
ent->e_ThinkFunc = thinkF_NPC_Spawn_Go;
ent->nextthink = level.time + 1000;
}
return qfalse;
}
}
//Test for an entity blocking the spawn
trace_t tr;
gi.trace( &tr, ent->currentOrigin, ent->mins, ent->maxs, ent->currentOrigin, ent->s.number, MASK_NPCSOLID );
//Can't have anything in the way
if ( tr.allsolid || tr.startsolid )
{
ent->nextthink = level.time + 1000;
return qfalse;
}
return qtrue;
}
/*
-------------------------
NPC_Spawn_Go
-------------------------
*/
void NPC_Spawn_Go( gentity_t *ent )
{
gentity_t *newent;
int index;
vec3_t saveOrg;
//Do extra code for stasis spawners
if ( Q_stricmp( ent->classname, "NPC_Stasis" ) == 0 )
{
if ( NPC_StasisSpawn_Go( ent ) == qfalse )
return;
}
//Test for drop to floor
if ( ent->spawnflags & NSF_DROP_TO_FLOOR )
{
trace_t tr;
vec3_t bottom;
VectorCopy( ent->currentOrigin, saveOrg );
VectorCopy( ent->currentOrigin, bottom );
bottom[2] -= 4096;
gi.trace( &tr, ent->currentOrigin, ent->mins, ent->maxs, bottom, ent->s.number, MASK_NPCSOLID );
if ( !tr.allsolid && !tr.startsolid && tr.fraction < 1.0 )
{
G_SetOrigin( ent, tr.endpos );
}
}
//Check the spawner's count
if( ent->count != -1 )
{
ent->count--;
if( ent->count <= 0 )
{
ent->e_UseFunc = useF_NULL;//never again
}
}
//Check for default health
if( ent->health == 0 )
{
ent->health = 100;
}
newent = G_Spawn();
if ( newent == NULL )
{
gi.Printf ( S_COLOR_RED"ERROR: NPC G_Spawn failed\n" );
goto finish;
return;
}
newent->svFlags |= SVF_NPC;
newent->fullName = ent->fullName;
newent->NPC = New_NPC_t();
if ( newent->NPC == NULL )
{
gi.Printf ( S_COLOR_RED"ERROR: NPC G_Alloc NPC failed\n" );
goto finish;
return;
}
newent->NPC->tempGoal = G_Spawn();
if ( newent->NPC->tempGoal == NULL )
{
newent->NPC = NULL;
goto finish;
return;
}
newent->NPC->tempGoal->classname = "NPC_goal";
newent->NPC->tempGoal->owner = newent;
newent->client = (gclient_s *)G_Alloc (sizeof(gclient_s));
if ( newent->client == NULL )
{
gi.Printf ( S_COLOR_RED"ERROR: NPC G_Alloc client failed\n" );
goto finish;
return;
}
memset ( newent->client, 0, sizeof(*newent->client) );
//==NPC_Connect( newent, net_name );===================================
if ( ent->NPC_type == NULL )
{
ent->NPC_type = "random";
}
if ( ent->svFlags & SVF_NO_BASIC_SOUNDS )
{
newent->svFlags |= SVF_NO_BASIC_SOUNDS;
}
if ( ent->svFlags & SVF_NO_COMBAT_SOUNDS )
{
newent->svFlags |= SVF_NO_COMBAT_SOUNDS;
}
if ( ent->svFlags & SVF_NO_EXTRA_SOUNDS )
{
newent->svFlags |= SVF_NO_EXTRA_SOUNDS;
}
if ( ent->svFlags & SVF_NO_SCAV_SOUNDS )
{
newent->svFlags |= SVF_NO_SCAV_SOUNDS;
}
G_InitBoltOnData( newent );
if ( !NPC_ParseParms( ent->NPC_type, newent ) )
{
gi.Printf ( S_COLOR_RED "ERROR: Couldn't spawn NPC %s\n", ent->NPC_type );
G_FreeEntity( newent );
goto finish;
return;
}
if ( ent->NPC_type )
{
if ( strstr( ent->NPC_type, "munro" ) != NULL || strstr( ent->NPC_type, "alexa" ) != NULL )
{
newent->NPC->aiFlags |= NPCAI_MATCHPLAYERWEAPON;
}
else if ( !Q_stricmp( ent->NPC_type, "test" ) )
{
int n;
for ( n = 0; n < 1 ; n++)
{
if ( !(g_entities[n].svFlags & SVF_NPC) && g_entities[n].client)
{
VectorCopy(g_entities[n].s.origin, newent->s.origin);
newent->client->playerTeam = g_entities[n].client->playerTeam;
break;
}
}
newent->NPC->defaultBehavior = newent->NPC->behaviorState = BS_WAIT;
newent->classname = "NPC";
// newent->svFlags |= SVF_NOPUSH;
}
}
//=====================================================================
//set the info we want
newent->script_targetname = ent->NPC_targetname;
newent->targetname = ent->NPC_targetname;
newent->target = ent->NPC_target;
newent->target2 = ent->target2;
newent->target3 = ent->target3;
newent->wait = ent->wait;
newent->infoString = ent->infoString;
for( index = BSET_FIRST; index < NUM_BSETS; index++)
{
if ( ent->behaviorSet[index] )
{
newent->behaviorSet[index] = ent->behaviorSet[index];
}
}
newent->classname = "NPC";
newent->NPC_type = ent->NPC_type;
gi.unlinkentity(newent);
VectorCopy(ent->s.origin, newent->s.origin);
VectorCopy(ent->s.origin, newent->client->ps.origin);
VectorCopy(ent->s.origin, newent->currentOrigin);
G_SetOrigin(newent, ent->s.origin);//just to be sure!
VectorCopy(ent->s.angles, newent->s.angles);
VectorCopy(ent->s.angles, newent->currentAngles);
VectorCopy(ent->s.angles, newent->client->ps.viewangles);
newent->NPC->desiredYaw =ent->s.angles[YAW];
gi.linkentity(newent);
newent->health = ent->health;
newent->spawnflags = ent->spawnflags;
if(ent->paintarget)
{ //safe to point at owner's string since memory is never freed during game
newent->paintarget = ent->paintarget;
}
if(ent->opentarget)
{
newent->opentarget = ent->opentarget;
}
//==New stuff=====================================================================
newent->s.eType = ET_PLAYER;
//FIXME: Call CopyParms
if ( ent->parms )
{
for ( int parmNum = 0; parmNum < MAX_PARMS; parmNum++ )
{
if ( ent->parms->parm[parmNum] && ent->parms->parm[parmNum][0] )
{
Q3_SetParm( newent->s.number, parmNum, ent->parms->parm[parmNum] );
}
}
}
//FIXME: copy cameraGroup, store mine in message or other string field
// allow to ride movers
newent->s.pos.trType = TR_GRAVITY;
newent->NPC->combatPoint = -1;
newent->flags |= FL_NOTARGET;//So he's ignored until he's fully spawned
newent->s.eFlags |= EF_NODRAW;//So he's ignored until he's fully spawned
newent->e_ThinkFunc = thinkF_NPC_Begin;
newent->nextthink = level.time + FRAMETIME;
gi.linkentity (newent);
if(ent->e_UseFunc == useF_NULL)
{
if( ent->target )
{//use any target we're pointed at
G_UseTargets ( ent, ent );
}
if(ent->closetarget)
{//last guy should fire this target when he dies
newent->target = ent->closetarget;
}
ent->targetname = NULL;
}
finish:
if ( ent->spawnflags & NSF_DROP_TO_FLOOR )
{
G_SetOrigin( ent, saveOrg );
}
}
/*
-------------------------
NPC_StasisSpawnEffect
-------------------------
*/
void NPC_StasisSpawnEffect( gentity_t *ent )
{
vec3_t start, end, forward;
qboolean taper;
//Floor or wall?
if ( ent->spawnflags & 1 )
{
AngleVectors( ent->s.angles, forward, NULL, NULL );
VectorMA( ent->currentOrigin, 24, forward, end );
VectorMA( ent->currentOrigin, -20, forward, start );
start[2] += 64;
taper = qtrue;
}
else
{
VectorCopy( ent->currentOrigin, start );
VectorCopy( start, end );
end[2] += 48;
taper = qfalse;
}
//Add the effect
CG_ShimmeryThing_Spawner( start, end, 32, qtrue, 1000 );
}
/*
-------------------------
NPC_ShySpawn
-------------------------
*/
#define SHY_THINK_TIME 1000
#define SHY_SPAWN_DISTANCE 128
#define SHY_SPAWN_DISTANCE_SQR ( SHY_SPAWN_DISTANCE * SHY_SPAWN_DISTANCE )
void NPC_ShySpawn( gentity_t *ent )
{
ent->nextthink = level.time + SHY_THINK_TIME;
ent->e_ThinkFunc = thinkF_NPC_ShySpawn;
if ( DistanceSquared( g_entities[0].currentOrigin, ent->currentOrigin ) <= SHY_SPAWN_DISTANCE_SQR )
return;
if ( (InFOV( ent, &g_entities[0], 80, 64 )) ) // FIXME: hardcoded fov
if ( (NPC_ClearLOS( &g_entities[0], ent->currentOrigin )) )
return;
ent->e_ThinkFunc = thinkF_NULL;
ent->nextthink = 0;
NPC_Spawn_Go( ent );
}
/*
-------------------------
NPC_Spawn
-------------------------
*/
void NPC_Spawn(gentity_t *ent, gentity_t *other, gentity_t *activator)
{
//delay before spawning NPC
if( ent->delay )
{
//Stasis does an extra step
if ( Q_stricmp( ent->classname, "NPC_Stasis" ) == 0 )
{
if ( NPC_StasisSpawn_Go( ent ) == qfalse )
return;
}
if ( ent->spawnflags & 2048 ) // SHY
ent->e_ThinkFunc = thinkF_NPC_ShySpawn;
else
ent->e_ThinkFunc = thinkF_NPC_Spawn_Go;
ent->nextthink = level.time + ent->delay;
}
else
{
if ( ent->spawnflags & 2048 ) // SHY
NPC_ShySpawn( ent );
else
NPC_Spawn_Go( ent );
}
}
/*QUAKED NPC_spawner (1 0 0) (-12 -12 -24) (12 12 32) x x x x DROPTOFLOOR SILENTSPAWN NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
SILENTSPAWN - Will not make a spawn noise or effect
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
targetname - name this NPC goes by for targetting
target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?)
target2 - Fired by stasis spawners when they try to spawn while their spawner model is broken
target3 - Fired by spawner if they try to spawn and are blocked and have a wait < 0 (removes them)
If targeted, will only spawn a NPC when triggered
count - how many NPCs to spawn (only if targetted) default = 1
delay - how long to wait to spawn after used
wait - if trying to spawn and blocked, how many seconds to wait before trying again (default = 0.5, < 0 = never try again and fire target2)
NPC_targetname - NPC's targetname AND script_targetname
NPC_target - NPC's target to fire when killed
NPC_target2 - NPC's target to fire when knocked out
NPC_type - type of NPC ("Borg" (default), "Xian", etc)
health - starting health (default = 100)
playerTeam - Who not to shoot! (default is none)
TEAM_FREE (none) = 0
TEAM_RED = 1
TEAM_BLUE = 2
TEAM_GOLD = 3
TEAM_GREEN = 4
TEAM_STARFLEET = 5
TEAM_BORG = 6
TEAM_SCAVENGERS = 7
TEAM_STASIS = 8
TEAM_NPCS = 9
TEAM_HARVESTER, = 10
TEAM_FORGE = 11
enemyTeam - Who to shoot (all but own if not set)
spawnscript - default script to run once spawned (none by default)
idlescript - default script to run when idle (none by default)
touchscript - default script to run if NPC bumps into someone (none by default)
usescript - default script to run when used (none by default)
awakescript - default script to run once awoken (none by default)
angerscript - default script to run once angered (none by default)
painscript - default script to run when hit (none by default)
fleescript - default script to run when hit and below 50% health (none by default)
deathscript - default script to run when killed (none by default)
These strings can be used to activate behaviors instead of scripts - these are checked
first and so no scripts should be names with these names:
default - 0: whatever
idle - 1: Stand around, do abolutely nothing
roam - 2: Roam around, collect stuff
walk - 3: Crouch-Walk toward their goals
run - 4: Run toward their goals
standshoot - 5: Stay in one spot and shoot- duck when neccesary
standguard - 6: Wait around for an enemy
patrol - 7: Follow a path, looking for enemies
huntkill - 8: Track down enemies and kill them
evade - 9: Run from enemies
evadeshoot - 10: Run from enemies, shoot them if they hit you
runshoot - 11: Run to your goal and shoot enemy when possible
defend - 12: Defend an entity or spot?
snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned
combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code
medic - 15: Go for lowest health buddy, hide and heal him.
takecover - 16: Find nearest cover from enemies
getammo - 17: Go get some ammo
advancefight - 18: Go somewhere and fight along the way
face - 19: turn until facing desired angles
wait - 20: do nothing
formation - 21: Maintain a formation
crouch - 22: Crouch-walk toward their goals
delay - after spawned or triggered, how many seconds to wait to spawn the NPC
*/
//void NPC_PrecacheModels ( char *NPCName );
void SP_NPC_spawner( gentity_t *self)
{
extern void NPC_PrecacheAnimationCFG( const char *NPC_type );
if ( !self->fullName || !self->fullName[0] )
{
//FIXME: make an index into an external string table for localization
if (g_language && Q_stricmp("DEUTSCH",g_language->string)==0)
{
self->fullName = "Humanoide Lebensform";
}
else
{
self->fullName = "Humanoid Lifeform";
}
}
//register/precache the models needed for this NPC, not anymore
//self->classname = "NPC_spawner";
if(!self->count)
{
self->count = 1;
}
{//Stop loading of certain extra sounds
static int garbage;
if ( G_SpawnInt( "noBasicSounds", "0", &garbage ) )
{
self->svFlags |= SVF_NO_BASIC_SOUNDS;
}
if ( G_SpawnInt( "noCombatSounds", "0", &garbage ) )
{
self->svFlags |= SVF_NO_COMBAT_SOUNDS;
}
if ( G_SpawnInt( "noExtraSounds", "0", &garbage ) )
{
self->svFlags |= SVF_NO_EXTRA_SOUNDS;
}
if ( G_SpawnInt( "noScavSounds", "0", &garbage ) )
{
self->svFlags |= SVF_NO_SCAV_SOUNDS;
}
}
if ( !self->wait )
{
self->wait = 500;
}
else
{
self->wait *= 1000;//1 = 1 msec, 1000 = 1 sec
}
self->delay *= 1000;//1 = 1 msec, 1000 = 1 sec
if ( self->delay > 0 )
{
self->svFlags |= SVF_NPC_PRECACHE;
}
//We have to load the animation.cfg now because spawnscripts are going to want to set anims and we need to know their length and if they're valid
NPC_PrecacheAnimationCFG( self->NPC_type );
if(self->targetname)
{//Wait for triggering
self->e_UseFunc = useF_NPC_Spawn;
self->svFlags |= SVF_NPC_PRECACHE;
//NPC_PrecacheModels( self->NPC_type );
}
else
{
NPC_Spawn (self, self, self);
}
//FIXME: store cameraGroup somewhere else and apply to spawned NPCs' cameraGroup
//Or just don't include NPC_spawners in cameraGroupings
}
/*QUAKED NPC_starfleet (1 0 0) (-12 -12 -24) (12 12 32) x RIFLEMAN PHASER TRICORDER DROPTOFLOOR SILENTSPAWN NOTSOLID STARTINSOLID SHY
RIFLEMAN - Will use Phaser Compression Rifle (default is normal phaser)
SILENTSPAWN - Will not make a spawn noise or effect
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
Star Fleet NPC
Helmeted Hazard guy by default, override by setting:
NPC_type:
(Hazard)
Kenn
Odell
(Crew)
Pasty
Inya
targetname - name this NPC goes by for targetting
target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?)
If targeted, will only spawn a NPC when triggered
count - how many NPCs to spawn (only if targetted) default = 1
NPC_targetname - NPC's targetname AND script_targetname
NPC_target - NPC's target to fire when killed
health - starting health (default = 100)
playerTeam - Who not to shoot! (default is TEAM_STARFLEET)
TEAM_FREE (none) = 0
TEAM_RED = 1
TEAM_BLUE = 2
TEAM_GOLD = 3
TEAM_GREEN = 4
TEAM_STARFLEET = 5
TEAM_BORG = 6
TEAM_SCAVENGERS = 7
TEAM_STASIS = 8
TEAM_NPCS = 9
TEAM_HARVESTER, = 10
TEAM_FORGE = 11
enemyTeam - Who to shoot (all but own if not set)
spawnscript - default script to run once spawned (none by default)
idlescript - default script to run when idle (none by default)
touchscript - default script to run if NPC bumps into someone (none by default)
usescript - default script to run when used (none by default)
awakescript - default script to run once awoken (none by default)
angerscript - default script to run once angered (none by default)
painscript - default script to run when hit (none by default)
fleescript - default script to run when hit and below 50% health (none by default)
deathscript - default script to run when killed (none by default)
These strings can be used to activate behaviors instead of scripts - these are checked
first and so no scripts should be names with these names:
default - 0: whatever
idle - 1: Stand around, do abolutely nothing
roam - 2: Roam around, collect stuff
walk - 3: Crouch-Walk toward their goals
run - 4: Run toward their goals
standshoot - 5: Stay in one spot and shoot- duck when neccesary
standguard - 6: Wait around for an enemy
patrol - 7: Follow a path, looking for enemies
huntkill - 8: Track down enemies and kill them
evade - 9: Run from enemies
evadeshoot - 10: Run from enemies, shoot them if they hit you
runshoot - 11: Run to your goal and shoot enemy when possible
defend - 12: Defend an entity or spot?
snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned
combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code
medic - 15: Go for lowest health buddy, hide and heal him.
takecover - 16: Find nearest cover from enemies
getammo - 17: Go get some ammo
advancefight - 18: Go somewhere and fight along the way
face - 19: turn until facing desired angles
wait - 20: do nothing
formation - 21: Maintain a formation
crouch - 22: Crouch-walk toward their goals
delay - after spawned or triggered, how many seconds to wait to spawn the NPC
*/
void SP_NPC_starfleet( gentity_t *self)
{
if(!self->NPC_type)
{
self->NPC_type = "Security";
}
self->classname = "NPC_starfleet";
SP_NPC_spawner (self);
}
/*QUAKED NPC_starfleet_random (1 0 0) (-12 -12 -24) (12 12 32) x RIFLEMAN PHASER TRICORDER DROPTOFLOOR SILENTSPAWN NOTSOLID STARTINSOLID SHY
RIFLEMAN - Will use Phaser Compression Rifle (default is normal phaser)
SILENTSPAWN - Will not make a spawn noise or effect
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
Star Fleet NPC
Randomly picks a generic male or female crewmember.
For a random male only crewmember, set NPC_type to "male".
For a random female only crewmember, set NPC_type to "female".
For a random gold only crewmember, set NPC_type to "gold".
For a random red only crewmember, set NPC_type to "red".
For a random blue only crewmember, set NPC_type to "blue".
targetname - name this NPC goes by for targetting
target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?)
If targeted, will only spawn a NPC when triggered
count - how many NPCs to spawn (only if targetted) default = 1
NPC_targetname - NPC's targetname AND script_targetname
NPC_target - NPC's target to fire when killed
health - starting health (default = 100)
playerTeam - Who not to shoot! (default is TEAM_STARFLEET)
TEAM_FREE (none) = 0
TEAM_RED = 1
TEAM_BLUE = 2
TEAM_GOLD = 3
TEAM_GREEN = 4
TEAM_STARFLEET = 5
TEAM_BORG = 6
TEAM_SCAVENGERS = 7
TEAM_STASIS = 8
TEAM_NPCS = 9
TEAM_HARVESTER, = 10
TEAM_FORGE = 11
enemyTeam - Who to shoot (all but own if not set)
spawnscript - default script to run once spawned (none by default)
idlescript - default script to run when idle (none by default)
touchscript - default script to run if NPC bumps into someone (none by default)
usescript - default script to run when used (none by default)
awakescript - default script to run once awoken (none by default)
angerscript - default script to run once angered (none by default)
painscript - default script to run when hit (none by default)
fleescript - default script to run when hit and below 50% health (none by default)
deathscript - default script to run when killed (none by default)
These strings can be used to activate behaviors instead of scripts - these are checked
first and so no scripts should be names with these names:
default - 0: whatever
idle - 1: Stand around, do abolutely nothing
roam - 2: Roam around, collect stuff
walk - 3: Crouch-Walk toward their goals
run - 4: Run toward their goals
standshoot - 5: Stay in one spot and shoot- duck when neccesary
standguard - 6: Wait around for an enemy
patrol - 7: Follow a path, looking for enemies
huntkill - 8: Track down enemies and kill them
evade - 9: Run from enemies
evadeshoot - 10: Run from enemies, shoot them if they hit you
runshoot - 11: Run to your goal and shoot enemy when possible
defend - 12: Defend an entity or spot?
snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned
combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code
medic - 15: Go for lowest health buddy, hide and heal him.
takecover - 16: Find nearest cover from enemies
getammo - 17: Go get some ammo
advancefight - 18: Go somewhere and fight along the way
face - 19: turn until facing desired angles
wait - 20: do nothing
formation - 21: Maintain a formation
crouch - 22: Crouch-walk toward their goals
delay - after spawned or triggered, how many seconds to wait to spawn the NPC
*/
void SP_NPC_starfleet_random( gentity_t *self)
{
int random;
//FIXME: randomize scale some, +- 3?
if ( !self->NPC_type || !self->NPC_type[0] )
{
random = Q_irand(0, 1);
switch(random)
{
default:
case 0:
self->NPC_type = "male";
break;
case 1:
self->NPC_type = "female";
break;
}
}
if ( Q_stricmp("female", self->NPC_type) == 0 )
{//Pick a random female crew config
random = Q_irand( 0, 8 );
switch(random)
{
case 0:
self->NPC_type = "GoldF1";
break;
case 1:
self->NPC_type = "GoldF2";
break;
case 2:
self->NPC_type = "GoldF3";
break;
case 3:
self->NPC_type = "redF1";
break;
case 4:
self->NPC_type = "redF2";
break;
case 5:
self->NPC_type = "redF3";
break;
case 6:
self->NPC_type = "blueF1";
break;
case 7:
self->NPC_type = "blueF2";
break;
default:
case 8:
self->NPC_type = "blueF3";
break;
}
}
else if ( Q_stricmp("male", self->NPC_type) == 0 )
{//Pick a random male crew config
random = Q_irand( 0, 23 );
switch(random)
{
case 0:
self->NPC_type = "goldm1";
break;
case 1:
self->NPC_type = "goldm2";
break;
case 2:
self->NPC_type = "goldm3";
break;
case 3:
self->NPC_type = "goldm4";
break;
case 4:
self->NPC_type = "goldm5";
break;
case 5:
self->NPC_type = "goldm6";
break;
case 6:
self->NPC_type = "goldm7";
break;
case 7:
self->NPC_type = "goldm8";
break;
case 8:
self->NPC_type = "bluem1";
break;
case 9:
self->NPC_type = "bluem2";
break;
case 10:
self->NPC_type = "bluem3";
break;
case 11:
self->NPC_type = "bluem4";
break;
case 12:
self->NPC_type = "bluem5";
break;
case 13:
self->NPC_type = "bluem6";
break;
case 14:
self->NPC_type = "bluem7";
break;
case 15:
self->NPC_type = "bluem8";
break;
case 16:
self->NPC_type = "redm1";
break;
case 17:
self->NPC_type = "redm2";
break;
case 18:
self->NPC_type = "redm3";
break;
case 19:
self->NPC_type = "redm4";
break;
case 20:
self->NPC_type = "redm5";
break;
case 21:
self->NPC_type = "redm6";
break;
case 22:
self->NPC_type = "redm7";
break;
default:
case 23:
self->NPC_type = "redm8";
break;
}
}
else if ( Q_stricmp("gold", self->NPC_type) == 0 )
{//Pick a random female crew config
random = Q_irand( 0, 10 );
switch(random)
{
case 0:
self->NPC_type = "GoldF1";
break;
case 1:
self->NPC_type = "GoldF2";
break;
case 2:
self->NPC_type = "GoldF3";
break;
case 3:
self->NPC_type = "GoldM1";
break;
case 4:
self->NPC_type = "GoldM2";
break;
case 5:
self->NPC_type = "GoldM3";
break;
case 6:
self->NPC_type = "GoldM4";
break;
case 7:
self->NPC_type = "GoldM5";
break;
case 8:
self->NPC_type = "GoldM6";
break;
case 9:
self->NPC_type = "GoldM7";
break;
default:
case 10:
self->NPC_type = "GoldM8";
break;
}
}
else if ( Q_stricmp("red", self->NPC_type) == 0 )
{//Pick a random female crew config
random = Q_irand( 0, 10 );
switch(random)
{
case 0:
self->NPC_type = "redF1";
break;
case 1:
self->NPC_type = "redF2";
break;
case 2:
self->NPC_type = "redF3";
break;
case 3:
self->NPC_type = "redM1";
break;
case 4:
self->NPC_type = "redM2";
break;
case 5:
self->NPC_type = "redM3";
break;
case 6:
self->NPC_type = "redM4";
break;
case 7:
self->NPC_type = "redM5";
break;
case 8:
self->NPC_type = "redM6";
break;
case 9:
self->NPC_type = "redM7";
break;
default:
case 10:
self->NPC_type = "redM8";
break;
}
}
else //must be blue: if ( Q_stricmp("gold", self->NPC_type) == 0 )
{//Pick a random female crew config
random = Q_irand( 0, 10 );
switch(random)
{
case 0:
self->NPC_type = "blueF1";
break;
case 1:
self->NPC_type = "blueF2";
break;
case 2:
self->NPC_type = "blueF3";
break;
case 3:
self->NPC_type = "blueM1";
break;
case 4:
self->NPC_type = "blueM2";
break;
case 5:
self->NPC_type = "blueM3";
break;
case 6:
self->NPC_type = "blueM4";
break;
case 7:
self->NPC_type = "blueM5";
break;
case 8:
self->NPC_type = "blueM6";
break;
case 9:
self->NPC_type = "blueM7";
break;
default:
case 10:
self->NPC_type = "blueM8";
break;
}
}
//self->NPC_type = "random";
SP_NPC_starfleet( self );
}
//Characters
/*QUAKED NPC_Tuvok (1 0 0) (-12 -12 -24) (12 12 32) x RIFLEMAN PHASER TRICORDER DROPTOFLOOR SILENTSPAWN NOTSOLID STARTINSOLID SHY
SILENTSPAWN - Will not make a spawn noise or effect
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
Tuvok in gold
targetname - name this NPC goes by for targetting
target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?)
If targeted, will only spawn a NPC when triggered
count - how many NPCs to spawn (only if targetted) default = 1
NPC_targetname - NPC's targetname AND script_targetname
NPC_target - NPC's target to fire when killed
health - starting health (default = 100)
playerTeam - Who not to shoot! (default is TEAM_STARFLEET)
TEAM_FREE (none) = 0
TEAM_RED = 1
TEAM_BLUE = 2
TEAM_GOLD = 3
TEAM_GREEN = 4
TEAM_STARFLEET = 5
TEAM_BORG = 6
TEAM_SCAVENGERS = 7
TEAM_STASIS = 8
TEAM_NPCS = 9
TEAM_HARVESTER, = 10
TEAM_FORGE = 11
enemyTeam - Who to shoot (all but own if not set)
spawnscript - default script to run once spawned (none by default)
idlescript - default script to run when idle (none by default)
touchscript - default script to run if NPC bumps into someone (none by default)
usescript - default script to run when used (none by default)
awakescript - default script to run once awoken (none by default)
angerscript - default script to run once angered (none by default)
painscript - default script to run when hit (none by default)
fleescript - default script to run when hit and below 50% health (none by default)
deathscript - default script to run when killed (none by default)
These strings can be used to activate behaviors instead of scripts - these are checked
first and so no scripts should be names with these names:
default - 0: whatever
idle - 1: Stand around, do abolutely nothing
roam - 2: Roam around, collect stuff
walk - 3: Crouch-Walk toward their goals
run - 4: Run toward their goals
standshoot - 5: Stay in one spot and shoot- duck when neccesary
standguard - 6: Wait around for an enemy
patrol - 7: Follow a path, looking for enemies
huntkill - 8: Track down enemies and kill them
evade - 9: Run from enemies
evadeshoot - 10: Run from enemies, shoot them if they hit you
runshoot - 11: Run to your goal and shoot enemy when possible
defend - 12: Defend an entity or spot?
snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned
combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code
medic - 15: Go for lowest health buddy, hide and heal him.
takecover - 16: Find nearest cover from enemies
getammo - 17: Go get some ammo
advancefight - 18: Go somewhere and fight along the way
face - 19: turn until facing desired angles
wait - 20: do nothing
formation - 21: Maintain a formation
crouch - 22: Crouch-walk toward their goals
delay - after spawned or triggered, how many seconds to wait to spawn the NPC
*/
void SP_NPC_Tuvok( gentity_t *self)
{
if ( !self->NPC_type || !self->NPC_type[0] )
{
self->NPC_type = "Tuvok";
}
SP_NPC_starfleet(self);
}
/*QUAKED NPC_Kim (1 0 0) (-12 -12 -24) (12 12 32) x RIFLEMAN PHASER TRICORDER DROPTOFLOOR SILENTSPAWN NOTSOLID STARTINSOLID SHY
SILENTSPAWN - Will not make a spawn noise or effect
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
targetname - name this NPC goes by for targetting
target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?)
If targeted, will only spawn a NPC when triggered
count - how many NPCs to spawn (only if targetted) default = 1
NPC_targetname - NPC's targetname AND script_targetname
NPC_target - NPC's target to fire when killed
health - starting health (default = 100)
playerTeam - Who not to shoot! (default is TEAM_STARFLEET)
TEAM_FREE (none) = 0
TEAM_RED = 1
TEAM_BLUE = 2
TEAM_GOLD = 3
TEAM_GREEN = 4
TEAM_STARFLEET = 5
TEAM_BORG = 6
TEAM_SCAVENGERS = 7
TEAM_STASIS = 8
TEAM_NPCS = 9
TEAM_HARVESTER, = 10
TEAM_FORGE = 11
enemyTeam - Who to shoot (all but own if not set)
spawnscript - default script to run once spawned (none by default)
idlescript - default script to run when idle (none by default)
touchscript - default script to run if NPC bumps into someone (none by default)
usescript - default script to run when used (none by default)
awakescript - default script to run once awoken (none by default)
angerscript - default script to run once angered (none by default)
painscript - default script to run when hit (none by default)
fleescript - default script to run when hit and below 50% health (none by default)
deathscript - default script to run when killed (none by default)
These strings can be used to activate behaviors instead of scripts - these are checked
first and so no scripts should be names with these names:
default - 0: whatever
idle - 1: Stand around, do abolutely nothing
roam - 2: Roam around, collect stuff
walk - 3: Crouch-Walk toward their goals
run - 4: Run toward their goals
standshoot - 5: Stay in one spot and shoot- duck when neccesary
standguard - 6: Wait around for an enemy
patrol - 7: Follow a path, looking for enemies
huntkill - 8: Track down enemies and kill them
evade - 9: Run from enemies
evadeshoot - 10: Run from enemies, shoot them if they hit you
runshoot - 11: Run to your goal and shoot enemy when possible
defend - 12: Defend an entity or spot?
snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned
combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code
medic - 15: Go for lowest health buddy, hide and heal him.
takecover - 16: Find nearest cover from enemies
getammo - 17: Go get some ammo
advancefight - 18: Go somewhere and fight along the way
face - 19: turn until facing desired angles
wait - 20: do nothing
formation - 21: Maintain a formation
crouch - 22: Crouch-walk toward their goals
delay - after spawned or triggered, how many seconds to wait to spawn the NPC
*/
void SP_NPC_Kim( gentity_t *self)
{
self->NPC_type = "Kim";
SP_NPC_starfleet(self);
}
/*QUAKED NPC_Doctor (1 0 0) (-12 -12 -24) (12 12 32) x RIFLEMAN PHASER TRICORDER DROPTOFLOOR SILENTSPAWN NOTSOLID STARTINSOLID SHY
SILENTSPAWN - Will not make a spawn noise or effect
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
targetname - name this NPC goes by for targetting
target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?)
If targeted, will only spawn a NPC when triggered
count - how many NPCs to spawn (only if targetted) default = 1
NPC_targetname - NPC's targetname AND script_targetname
NPC_target - NPC's target to fire when killed
health - starting health (default = 100)
playerTeam - Who not to shoot! (default is TEAM_STARFLEET)
TEAM_FREE (none) = 0
TEAM_RED = 1
TEAM_BLUE = 2
TEAM_GOLD = 3
TEAM_GREEN = 4
TEAM_STARFLEET = 5
TEAM_BORG = 6
TEAM_SCAVENGERS = 7
TEAM_STASIS = 8
TEAM_NPCS = 9
TEAM_HARVESTER, = 10
TEAM_FORGE = 11
enemyTeam - Who to shoot (all but own if not set)
spawnscript - default script to run once spawned (none by default)
idlescript - default script to run when idle (none by default)
touchscript - default script to run if NPC bumps into someone (none by default)
usescript - default script to run when used (none by default)
awakescript - default script to run once awoken (none by default)
angerscript - default script to run once angered (none by default)
painscript - default script to run when hit (none by default)
fleescript - default script to run when hit and below 50% health (none by default)
deathscript - default script to run when killed (none by default)
These strings can be used to activate behaviors instead of scripts - these are checked
first and so no scripts should be names with these names:
default - 0: whatever
idle - 1: Stand around, do abolutely nothing
roam - 2: Roam around, collect stuff
walk - 3: Crouch-Walk toward their goals
run - 4: Run toward their goals
standshoot - 5: Stay in one spot and shoot- duck when neccesary
standguard - 6: Wait around for an enemy
patrol - 7: Follow a path, looking for enemies
huntkill - 8: Track down enemies and kill them
evade - 9: Run from enemies
evadeshoot - 10: Run from enemies, shoot them if they hit you
runshoot - 11: Run to your goal and shoot enemy when possible
defend - 12: Defend an entity or spot?
snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned
combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code
medic - 15: Go for lowest health buddy, hide and heal him.
takecover - 16: Find nearest cover from enemies
getammo - 17: Go get some ammo
advancefight - 18: Go somewhere and fight along the way
face - 19: turn until facing desired angles
wait - 20: do nothing
formation - 21: Maintain a formation
crouch - 22: Crouch-walk toward their goals
delay - after spawned or triggered, how many seconds to wait to spawn the NPC
*/
void SP_NPC_Doctor( gentity_t *self)
{
self->NPC_type = "Doctor";
SP_NPC_starfleet(self);
}
/*QUAKED NPC_Paris (1 0 0) (-12 -12 -24) (12 12 32) x RIFLEMAN PHASER TRICORDER DROPTOFLOOR SILENTSPAWN NOTSOLID STARTINSOLID SHY
SILENTSPAWN - Will not make a spawn noise or effect
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
targetname - name this NPC goes by for targetting
target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?)
If targeted, will only spawn a NPC when triggered
count - how many NPCs to spawn (only if targetted) default = 1
NPC_targetname - NPC's targetname AND script_targetname
NPC_target - NPC's target to fire when killed
health - starting health (default = 100)
playerTeam - Who not to shoot! (default is TEAM_STARFLEET)
TEAM_FREE (none) = 0
TEAM_RED = 1
TEAM_BLUE = 2
TEAM_GOLD = 3
TEAM_GREEN = 4
TEAM_STARFLEET = 5
TEAM_BORG = 6
TEAM_SCAVENGERS = 7
TEAM_STASIS = 8
TEAM_NPCS = 9
TEAM_HARVESTER, = 10
TEAM_FORGE = 11
enemyTeam - Who to shoot (all but own if not set)
spawnscript - default script to run once spawned (none by default)
idlescript - default script to run when idle (none by default)
touchscript - default script to run if NPC bumps into someone (none by default)
usescript - default script to run when used (none by default)
awakescript - default script to run once awoken (none by default)
angerscript - default script to run once angered (none by default)
painscript - default script to run when hit (none by default)
fleescript - default script to run when hit and below 50% health (none by default)
deathscript - default script to run when killed (none by default)
These strings can be used to activate behaviors instead of scripts - these are checked
first and so no scripts should be names with these names:
default - 0: whatever
idle - 1: Stand around, do abolutely nothing
roam - 2: Roam around, collect stuff
walk - 3: Crouch-Walk toward their goals
run - 4: Run toward their goals
standshoot - 5: Stay in one spot and shoot- duck when neccesary
standguard - 6: Wait around for an enemy
patrol - 7: Follow a path, looking for enemies
huntkill - 8: Track down enemies and kill them
evade - 9: Run from enemies
evadeshoot - 10: Run from enemies, shoot them if they hit you
runshoot - 11: Run to your goal and shoot enemy when possible
defend - 12: Defend an entity or spot?
snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned
combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code
medic - 15: Go for lowest health buddy, hide and heal him.
takecover - 16: Find nearest cover from enemies
getammo - 17: Go get some ammo
advancefight - 18: Go somewhere and fight along the way
face - 19: turn until facing desired angles
wait - 20: do nothing
formation - 21: Maintain a formation
crouch - 22: Crouch-walk toward their goals
delay - after spawned or triggered, how many seconds to wait to spawn the NPC
*/
void SP_NPC_Paris( gentity_t *self)
{
self->NPC_type = "Paris";
SP_NPC_starfleet(self);
}
/*QUAKED NPC_Torres (1 0 0) (-12 -12 -24) (12 12 32) x RIFLEMAN PHASER TRICORDER DROPTOFLOOR SILENTSPAWN NOTSOLID STARTINSOLID SHY
SILENTSPAWN - Will not make a spawn noise or effect
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
targetname - name this NPC goes by for targetting
target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?)
If targeted, will only spawn a NPC when triggered
count - how many NPCs to spawn (only if targetted) default = 1
NPC_targetname - NPC's targetname AND script_targetname
NPC_target - NPC's target to fire when killed
health - starting health (default = 100)
playerTeam - Who not to shoot! (default is TEAM_STARFLEET)
TEAM_FREE (none) = 0
TEAM_RED = 1
TEAM_BLUE = 2
TEAM_GOLD = 3
TEAM_GREEN = 4
TEAM_STARFLEET = 5
TEAM_BORG = 6
TEAM_SCAVENGERS = 7
TEAM_STASIS = 8
TEAM_NPCS = 9
TEAM_HARVESTER, = 10
TEAM_FORGE = 11
enemyTeam - Who to shoot (all but own if not set)
spawnscript - default script to run once spawned (none by default)
idlescript - default script to run when idle (none by default)
touchscript - default script to run if NPC bumps into someone (none by default)
usescript - default script to run when used (none by default)
awakescript - default script to run once awoken (none by default)
angerscript - default script to run once angered (none by default)
painscript - default script to run when hit (none by default)
fleescript - default script to run when hit and below 50% health (none by default)
deathscript - default script to run when killed (none by default)
These strings can be used to activate behaviors instead of scripts - these are checked
first and so no scripts should be names with these names:
default - 0: whatever
idle - 1: Stand around, do abolutely nothing
roam - 2: Roam around, collect stuff
walk - 3: Crouch-Walk toward their goals
run - 4: Run toward their goals
standshoot - 5: Stay in one spot and shoot- duck when neccesary
standguard - 6: Wait around for an enemy
patrol - 7: Follow a path, looking for enemies
huntkill - 8: Track down enemies and kill them
evade - 9: Run from enemies
evadeshoot - 10: Run from enemies, shoot them if they hit you
runshoot - 11: Run to your goal and shoot enemy when possible
defend - 12: Defend an entity or spot?
snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned
combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code
medic - 15: Go for lowest health buddy, hide and heal him.
takecover - 16: Find nearest cover from enemies
getammo - 17: Go get some ammo
advancefight - 18: Go somewhere and fight along the way
face - 19: turn until facing desired angles
wait - 20: do nothing
formation - 21: Maintain a formation
crouch - 22: Crouch-walk toward their goals
delay - after spawned or triggered, how many seconds to wait to spawn the NPC
*/
void SP_NPC_Torres( gentity_t *self)
{
self->NPC_type = "Torres";
SP_NPC_starfleet(self);
}
/*QUAKED NPC_Janeway (1 0 0) (-12 -12 -24) (12 12 32) x RIFLEMAN PHASER TRICORDER DROPTOFLOOR SILENTSPAWN NOTSOLID STARTINSOLID SHY
SILENTSPAWN - Will not make a spawn noise or effect
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
targetname - name this NPC goes by for targetting
target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?)
If targeted, will only spawn a NPC when triggered
count - how many NPCs to spawn (only if targetted) default = 1
NPC_targetname - NPC's targetname AND script_targetname
NPC_target - NPC's target to fire when killed
health - starting health (default = 100)
playerTeam - Who not to shoot! (default is TEAM_STARFLEET)
TEAM_FREE (none) = 0
TEAM_RED = 1
TEAM_BLUE = 2
TEAM_GOLD = 3
TEAM_GREEN = 4
TEAM_STARFLEET = 5
TEAM_BORG = 6
TEAM_SCAVENGERS = 7
TEAM_STASIS = 8
TEAM_NPCS = 9
TEAM_HARVESTER, = 10
TEAM_FORGE = 11
enemyTeam - Who to shoot (all but own if not set)
spawnscript - default script to run once spawned (none by default)
idlescript - default script to run when idle (none by default)
touchscript - default script to run if NPC bumps into someone (none by default)
usescript - default script to run when used (none by default)
awakescript - default script to run once awoken (none by default)
angerscript - default script to run once angered (none by default)
painscript - default script to run when hit (none by default)
fleescript - default script to run when hit and below 50% health (none by default)
deathscript - default script to run when killed (none by default)
These strings can be used to activate behaviors instead of scripts - these are checked
first and so no scripts should be names with these names:
default - 0: whatever
idle - 1: Stand around, do abolutely nothing
roam - 2: Roam around, collect stuff
walk - 3: Crouch-Walk toward their goals
run - 4: Run toward their goals
standshoot - 5: Stay in one spot and shoot- duck when neccesary
standguard - 6: Wait around for an enemy
patrol - 7: Follow a path, looking for enemies
huntkill - 8: Track down enemies and kill them
evade - 9: Run from enemies
evadeshoot - 10: Run from enemies, shoot them if they hit you
runshoot - 11: Run to your goal and shoot enemy when possible
defend - 12: Defend an entity or spot?
snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned
combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code
medic - 15: Go for lowest health buddy, hide and heal him.
takecover - 16: Find nearest cover from enemies
getammo - 17: Go get some ammo
advancefight - 18: Go somewhere and fight along the way
face - 19: turn until facing desired angles
wait - 20: do nothing
formation - 21: Maintain a formation
crouch - 22: Crouch-walk toward their goals
delay - after spawned or triggered, how many seconds to wait to spawn the NPC
*/
void SP_NPC_Janeway( gentity_t *self)
{
self->NPC_type = "Janeway";
SP_NPC_starfleet(self);
}
/*QUAKED NPC_Seven (1 0 0) (-12 -12 -24) (12 12 32) x RIFLEMAN PHASER TRICORDER DROPTOFLOOR SILENTSPAWN NOTSOLID STARTINSOLID SHY
SILENTSPAWN - Will not make a spawn noise or effect
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
Seven in her red uniform
For different uniforms, use these 'NPC_type's:
sevenblue - blue/silver uniform
sevenbrown - brown uniform
sevenblack - black uniform
sevenhazard - in Hazard Gear, 7 of 9 style
targetname - name this NPC goes by for targetting
target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?)
If targeted, will only spawn a NPC when triggered
count - how many NPCs to spawn (only if targetted) default = 1
NPC_targetname - NPC's targetname AND script_targetname
NPC_target - NPC's target to fire when killed
health - starting health (default = 100)
playerTeam - Who not to shoot! (default is TEAM_STARFLEET)
TEAM_FREE (none) = 0
TEAM_RED = 1
TEAM_BLUE = 2
TEAM_GOLD = 3
TEAM_GREEN = 4
TEAM_STARFLEET = 5
TEAM_BORG = 6
TEAM_SCAVENGERS = 7
TEAM_STASIS = 8
TEAM_NPCS = 9
TEAM_HARVESTER, = 10
TEAM_FORGE = 11
enemyTeam - Who to shoot (all but own if not set)
spawnscript - default script to run once spawned (none by default)
idlescript - default script to run when idle (none by default)
touchscript - default script to run if NPC bumps into someone (none by default)
usescript - default script to run when used (none by default)
awakescript - default script to run once awoken (none by default)
angerscript - default script to run once angered (none by default)
painscript - default script to run when hit (none by default)
fleescript - default script to run when hit and below 50% health (none by default)
deathscript - default script to run when killed (none by default)
These strings can be used to activate behaviors instead of scripts - these are checked
first and so no scripts should be names with these names:
default - 0: whatever
idle - 1: Stand around, do abolutely nothing
roam - 2: Roam around, collect stuff
walk - 3: Crouch-Walk toward their goals
run - 4: Run toward their goals
standshoot - 5: Stay in one spot and shoot- duck when neccesary
standguard - 6: Wait around for an enemy
patrol - 7: Follow a path, looking for enemies
huntkill - 8: Track down enemies and kill them
evade - 9: Run from enemies
evadeshoot - 10: Run from enemies, shoot them if they hit you
runshoot - 11: Run to your goal and shoot enemy when possible
defend - 12: Defend an entity or spot?
snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned
combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code
medic - 15: Go for lowest health buddy, hide and heal him.
takecover - 16: Find nearest cover from enemies
getammo - 17: Go get some ammo
advancefight - 18: Go somewhere and fight along the way
face - 19: turn until facing desired angles
wait - 20: do nothing
formation - 21: Maintain a formation
crouch - 22: Crouch-walk toward their goals
delay - after spawned or triggered, how many seconds to wait to spawn the NPC
*/
void SP_NPC_Seven( gentity_t *self)
{
if ( !self->NPC_type || !self->NPC_type[0] )
{
self->NPC_type = "Seven";
}
SP_NPC_starfleet(self);
}
/*QUAKED NPC_Chakotay (1 0 0) (-12 -12 -24) (12 12 32) x RIFLEMAN PHASER TRICORDER DROPTOFLOOR SILENTSPAWN NOTSOLID STARTINSOLID SHY
SILENTSPAWN - Will not make a spawn noise or effect
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
targetname - name this NPC goes by for targetting
target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?)
If targeted, will only spawn a NPC when triggered
count - how many NPCs to spawn (only if targetted) default = 1
NPC_targetname - NPC's targetname AND script_targetname
NPC_target - NPC's target to fire when killed
health - starting health (default = 100)
playerTeam - Who not to shoot! (default is TEAM_STARFLEET)
TEAM_FREE (none) = 0
TEAM_RED = 1
TEAM_BLUE = 2
TEAM_GOLD = 3
TEAM_GREEN = 4
TEAM_STARFLEET = 5
TEAM_BORG = 6
TEAM_SCAVENGERS = 7
TEAM_STASIS = 8
TEAM_NPCS = 9
TEAM_HARVESTER, = 10
TEAM_FORGE = 11
enemyTeam - Who to shoot (all but own if not set)
spawnscript - default script to run once spawned (none by default)
idlescript - default script to run when idle (none by default)
touchscript - default script to run if NPC bumps into someone (none by default)
usescript - default script to run when used (none by default)
awakescript - default script to run once awoken (none by default)
angerscript - default script to run once angered (none by default)
painscript - default script to run when hit (none by default)
fleescript - default script to run when hit and below 50% health (none by default)
deathscript - default script to run when killed (none by default)
These strings can be used to activate behaviors instead of scripts - these are checked
first and so no scripts should be names with these names:
default - 0: whatever
idle - 1: Stand around, do abolutely nothing
roam - 2: Roam around, collect stuff
walk - 3: Crouch-Walk toward their goals
run - 4: Run toward their goals
standshoot - 5: Stay in one spot and shoot- duck when neccesary
standguard - 6: Wait around for an enemy
patrol - 7: Follow a path, looking for enemies
huntkill - 8: Track down enemies and kill them
evade - 9: Run from enemies
evadeshoot - 10: Run from enemies, shoot them if they hit you
runshoot - 11: Run to your goal and shoot enemy when possible
defend - 12: Defend an entity or spot?
snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned
combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code
medic - 15: Go for lowest health buddy, hide and heal him.
takecover - 16: Find nearest cover from enemies
getammo - 17: Go get some ammo
advancefight - 18: Go somewhere and fight along the way
face - 19: turn until facing desired angles
wait - 20: do nothing
formation - 21: Maintain a formation
crouch - 22: Crouch-walk toward their goals
delay - after spawned or triggered, how many seconds to wait to spawn the NPC
*/
void SP_NPC_Chakotay( gentity_t *self)
{
self->NPC_type = "Chakotay";
SP_NPC_starfleet(self);
}
/*QUAKED NPC_Neelix(1 0 0) (-12 -12 -24) (12 12 32) x RIFLEMAN PHASER TRICORDER DROPTOFLOOR SILENTSPAWN NOTSOLID STARTINSOLID SHY
SILENTSPAWN - Will not make a spawn noise or effect
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
targetname - name this NPC goes by for targetting
target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?)
If targeted, will only spawn a NPC when triggered
count - how many NPCs to spawn (only if targetted) default = 1
NPC_targetname - NPC's targetname AND script_targetname
NPC_target - NPC's target to fire when killed
health - starting health (default = 100)
playerTeam - Who not to shoot! (default is TEAM_STARFLEET)
TEAM_FREE (none) = 0
TEAM_RED = 1
TEAM_BLUE = 2
TEAM_GOLD = 3
TEAM_GREEN = 4
TEAM_STARFLEET = 5
TEAM_BORG = 6
TEAM_SCAVENGERS = 7
TEAM_STASIS = 8
TEAM_NPCS = 9
TEAM_HARVESTER, = 10
TEAM_FORGE = 11
enemyTeam - Who to shoot (all but own if not set)
spawnscript - default script to run once spawned (none by default)
idlescript - default script to run when idle (none by default)
touchscript - default script to run if NPC bumps into someone (none by default)
usescript - default script to run when used (none by default)
awakescript - default script to run once awoken (none by default)
angerscript - default script to run once angered (none by default)
painscript - default script to run when hit (none by default)
fleescript - default script to run when hit and below 50% health (none by default)
deathscript - default script to run when killed (none by default)
These strings can be used to activate behaviors instead of scripts - these are checked
first and so no scripts should be names with these names:
default - 0: whatever
idle - 1: Stand around, do abolutely nothing
roam - 2: Roam around, collect stuff
walk - 3: Crouch-Walk toward their goals
run - 4: Run toward their goals
standshoot - 5: Stay in one spot and shoot- duck when neccesary
standguard - 6: Wait around for an enemy
patrol - 7: Follow a path, looking for enemies
huntkill - 8: Track down enemies and kill them
evade - 9: Run from enemies
evadeshoot - 10: Run from enemies, shoot them if they hit you
runshoot - 11: Run to your goal and shoot enemy when possible
defend - 12: Defend an entity or spot?
snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned
combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code
medic - 15: Go for lowest health buddy, hide and heal him.
takecover - 16: Find nearest cover from enemies
getammo - 17: Go get some ammo
advancefight - 18: Go somewhere and fight along the way
face - 19: turn until facing desired angles
wait - 20: do nothing
formation - 21: Maintain a formation
crouch - 22: Crouch-walk toward their goals
delay - after spawned or triggered, how many seconds to wait to spawn the NPC
*/
void SP_NPC_Neelix( gentity_t *self)
{
self->NPC_type = "Neelix";
SP_NPC_starfleet(self);
}
/*QUAKED NPC_Vorik (1 0 0) (-12 -12 -24) (12 12 32) x RIFLEMAN PHASER TRICORDER DROPTOFLOOR SILENTSPAWN NOTSOLID STARTINSOLID SHY
SILENTSPAWN - Will not make a spawn noise or effect
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
targetname - name this NPC goes by for targetting
target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?)
If targeted, will only spawn a NPC when triggered
count - how many NPCs to spawn (only if targetted) default = 1
NPC_targetname - NPC's targetname AND script_targetname
NPC_target - NPC's target to fire when killed
health - starting health (default = 100)
playerTeam - Who not to shoot! (default is TEAM_STARFLEET)
TEAM_FREE (none) = 0
TEAM_RED = 1
TEAM_BLUE = 2
TEAM_GOLD = 3
TEAM_GREEN = 4
TEAM_STARFLEET = 5
TEAM_BORG = 6
TEAM_SCAVENGERS = 7
TEAM_STASIS = 8
TEAM_NPCS = 9
TEAM_HARVESTER, = 10
TEAM_FORGE = 11
enemyTeam - Who to shoot (all but own if not set)
spawnscript - default script to run once spawned (none by default)
idlescript - default script to run when idle (none by default)
touchscript - default script to run if NPC bumps into someone (none by default)
usescript - default script to run when used (none by default)
awakescript - default script to run once awoken (none by default)
angerscript - default script to run once angered (none by default)
painscript - default script to run when hit (none by default)
fleescript - default script to run when hit and below 50% health (none by default)
deathscript - default script to run when killed (none by default)
These strings can be used to activate behaviors instead of scripts - these are checked
first and so no scripts should be names with these names:
default - 0: whatever
idle - 1: Stand around, do abolutely nothing
roam - 2: Roam around, collect stuff
walk - 3: Crouch-Walk toward their goals
run - 4: Run toward their goals
standshoot - 5: Stay in one spot and shoot- duck when neccesary
standguard - 6: Wait around for an enemy
patrol - 7: Follow a path, looking for enemies
huntkill - 8: Track down enemies and kill them
evade - 9: Run from enemies
evadeshoot - 10: Run from enemies, shoot them if they hit you
runshoot - 11: Run to your goal and shoot enemy when possible
defend - 12: Defend an entity or spot?
snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned
combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code
medic - 15: Go for lowest health buddy, hide and heal him.
takecover - 16: Find nearest cover from enemies
getammo - 17: Go get some ammo
advancefight - 18: Go somewhere and fight along the way
face - 19: turn until facing desired angles
wait - 20: do nothing
formation - 21: Maintain a formation
crouch - 22: Crouch-walk toward their goals
delay - after spawned or triggered, how many seconds to wait to spawn the NPC
*/
void SP_NPC_Vorik( gentity_t *self)
{
self->NPC_type = "Vorik";
SP_NPC_starfleet(self);
}
//HazTeam
/*QUAKED NPC_Foster (1 0 0) (-12 -12 -24) (12 12 32) x RIFLEMAN PHASER TRICORDER DROPTOFLOOR SILENTSPAWN NOTSOLID STARTINSOLID SHY
SILENTSPAWN - Will not make a spawn noise or effect
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
targetname - name this NPC goes by for targetting
target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?)
If targeted, will only spawn a NPC when triggered
count - how many NPCs to spawn (only if targetted) default = 1
NPC_targetname - NPC's targetname AND script_targetname
NPC_target - NPC's target to fire when killed
health - starting health (default = 100)
playerTeam - Who not to shoot! (default is TEAM_STARFLEET)
TEAM_FREE (none) = 0
TEAM_RED = 1
TEAM_BLUE = 2
TEAM_GOLD = 3
TEAM_GREEN = 4
TEAM_STARFLEET = 5
TEAM_BORG = 6
TEAM_SCAVENGERS = 7
TEAM_STASIS = 8
TEAM_NPCS = 9
TEAM_HARVESTER, = 10
TEAM_FORGE = 11
enemyTeam - Who to shoot (all but own if not set)
spawnscript - default script to run once spawned (none by default)
idlescript - default script to run when idle (none by default)
touchscript - default script to run if NPC bumps into someone (none by default)
usescript - default script to run when used (none by default)
awakescript - default script to run once awoken (none by default)
angerscript - default script to run once angered (none by default)
painscript - default script to run when hit (none by default)
fleescript - default script to run when hit and below 50% health (none by default)
deathscript - default script to run when killed (none by default)
These strings can be used to activate behaviors instead of scripts - these are checked
first and so no scripts should be names with these names:
default - 0: whatever
idle - 1: Stand around, do abolutely nothing
roam - 2: Roam around, collect stuff
walk - 3: Crouch-Walk toward their goals
run - 4: Run toward their goals
standshoot - 5: Stay in one spot and shoot- duck when neccesary
standguard - 6: Wait around for an enemy
patrol - 7: Follow a path, looking for enemies
huntkill - 8: Track down enemies and kill them
evade - 9: Run from enemies
evadeshoot - 10: Run from enemies, shoot them if they hit you
runshoot - 11: Run to your goal and shoot enemy when possible
defend - 12: Defend an entity or spot?
snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned
combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code
medic - 15: Go for lowest health buddy, hide and heal him.
takecover - 16: Find nearest cover from enemies
getammo - 17: Go get some ammo
advancefight - 18: Go somewhere and fight along the way
face - 19: turn until facing desired angles
wait - 20: do nothing
formation - 21: Maintain a formation
crouch - 22: Crouch-walk toward their goals
delay - after spawned or triggered, how many seconds to wait to spawn the NPC
*/
void SP_NPC_Foster( gentity_t *self)
{
self->NPC_type = "Foster";
SP_NPC_starfleet(self);
}
/*QUAKED NPC_Munro (1 0 0) (-12 -12 -24) (12 12 32) x RIFLEMAN PHASER TRICORDER DROPTOFLOOR SILENTSPAWN NOTSOLID STARTINSOLID SHY
SILENTSPAWN - Will not make a spawn noise or effect
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
NPC_type - "lt" will make the male/female Munro NPC a lt.
targetname - name this NPC goes by for targetting
target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?)
If targeted, will only spawn a NPC when triggered
count - how many NPCs to spawn (only if targetted) default = 1
NPC_targetname - NPC's targetname AND script_targetname
NPC_target - NPC's target to fire when killed
health - starting health (default = 100)
playerTeam - Who not to shoot! (default is TEAM_STARFLEET)
TEAM_FREE (none) = 0
TEAM_RED = 1
TEAM_BLUE = 2
TEAM_GOLD = 3
TEAM_GREEN = 4
TEAM_STARFLEET = 5
TEAM_BORG = 6
TEAM_SCAVENGERS = 7
TEAM_STASIS = 8
TEAM_NPCS = 9
TEAM_HARVESTER, = 10
TEAM_FORGE = 11
enemyTeam - Who to shoot (all but own if not set)
spawnscript - default script to run once spawned (none by default)
idlescript - default script to run when idle (none by default)
touchscript - default script to run if NPC bumps into someone (none by default)
usescript - default script to run when used (none by default)
awakescript - default script to run once awoken (none by default)
angerscript - default script to run once angered (none by default)
painscript - default script to run when hit (none by default)
fleescript - default script to run when hit and below 50% health (none by default)
deathscript - default script to run when killed (none by default)
These strings can be used to activate behaviors instead of scripts - these are checked
first and so no scripts should be names with these names:
default - 0: whatever
idle - 1: Stand around, do abolutely nothing
roam - 2: Roam around, collect stuff
walk - 3: Crouch-Walk toward their goals
run - 4: Run toward their goals
standshoot - 5: Stay in one spot and shoot- duck when neccesary
standguard - 6: Wait around for an enemy
patrol - 7: Follow a path, looking for enemies
huntkill - 8: Track down enemies and kill them
evade - 9: Run from enemies
evadeshoot - 10: Run from enemies, shoot them if they hit you
runshoot - 11: Run to your goal and shoot enemy when possible
defend - 12: Defend an entity or spot?
snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned
combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code
medic - 15: Go for lowest health buddy, hide and heal him.
takecover - 16: Find nearest cover from enemies
getammo - 17: Go get some ammo
advancefight - 18: Go somewhere and fight along the way
face - 19: turn until facing desired angles
wait - 20: do nothing
formation - 21: Maintain a formation
crouch - 22: Crouch-walk toward their goals
delay - after spawned or triggered, how many seconds to wait to spawn the NPC
*/
void SP_NPC_Munro( gentity_t *self)
{
if ( g_sex->string[0] == 'f' )
{
if ( self->NPC_type && self->NPC_type[0] && Q_stricmp( "lt", self->NPC_type ) == 0 )
{
self->NPC_type = "alexandria_lt";
}
else
{
self->NPC_type = "alexandria";
}
}
else
{
if ( self->NPC_type && self->NPC_type[0] && Q_stricmp( "lt", self->NPC_type ) == 0 )
{
self->NPC_type = "munro_lt";
}
else
{
self->NPC_type = "munro";
}
}
SP_NPC_starfleet(self);
}
/*QUAKED NPC_MunroScav (1 0 0) (-12 -12 -24) (12 12 32) x RIFLEMAN PHASER TRICORDER DROPTOFLOOR SILENTSPAWN NOTSOLID STARTINSOLID SHY
SILENTSPAWN - Will not make a spawn noise or effect
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
Munro in his/her Scavenger disguise.
targetname - name this NPC goes by for targetting
target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?)
If targeted, will only spawn a NPC when triggered
count - how many NPCs to spawn (only if targetted) default = 1
NPC_targetname - NPC's targetname AND script_targetname
NPC_target - NPC's target to fire when killed
health - starting health (default = 100)
playerTeam - Who not to shoot! (default is TEAM_STARFLEET)
TEAM_FREE (none) = 0
TEAM_RED = 1
TEAM_BLUE = 2
TEAM_GOLD = 3
TEAM_GREEN = 4
TEAM_STARFLEET = 5
TEAM_BORG = 6
TEAM_SCAVENGERS = 7
TEAM_STASIS = 8
TEAM_NPCS = 9
TEAM_HARVESTER, = 10
TEAM_FORGE = 11
enemyTeam - Who to shoot (all but own if not set)
spawnscript - default script to run once spawned (none by default)
idlescript - default script to run when idle (none by default)
touchscript - default script to run if NPC bumps into someone (none by default)
usescript - default script to run when used (none by default)
awakescript - default script to run once awoken (none by default)
angerscript - default script to run once angered (none by default)
painscript - default script to run when hit (none by default)
fleescript - default script to run when hit and below 50% health (none by default)
deathscript - default script to run when killed (none by default)
These strings can be used to activate behaviors instead of scripts - these are checked
first and so no scripts should be names with these names:
default - 0: whatever
idle - 1: Stand around, do abolutely nothing
roam - 2: Roam around, collect stuff
walk - 3: Crouch-Walk toward their goals
run - 4: Run toward their goals
standshoot - 5: Stay in one spot and shoot- duck when neccesary
standguard - 6: Wait around for an enemy
patrol - 7: Follow a path, looking for enemies
huntkill - 8: Track down enemies and kill them
evade - 9: Run from enemies
evadeshoot - 10: Run from enemies, shoot them if they hit you
runshoot - 11: Run to your goal and shoot enemy when possible
defend - 12: Defend an entity or spot?
snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned
combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code
medic - 15: Go for lowest health buddy, hide and heal him.
takecover - 16: Find nearest cover from enemies
getammo - 17: Go get some ammo
advancefight - 18: Go somewhere and fight along the way
face - 19: turn until facing desired angles
wait - 20: do nothing
formation - 21: Maintain a formation
crouch - 22: Crouch-walk toward their goals
delay - after spawned or triggered, how many seconds to wait to spawn the NPC
*/
void SP_NPC_MunroScav( gentity_t *self)
{
if ( g_sex->string[0] == 'f' )
{
self->NPC_type = "alexascav";
}
else
{
self->NPC_type = "munroscav";
}
SP_NPC_starfleet(self);
}
/*QUAKED NPC_Telsia (1 0 0) (-12 -12 -24) (12 12 32) x RIFLEMAN PHASER TRICORDER DROPTOFLOOR SILENTSPAWN NOTSOLID STARTINSOLID SHY
SILENTSPAWN - Will not make a spawn noise or effect
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
targetname - name this NPC goes by for targetting
target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?)
If targeted, will only spawn a NPC when triggered
count - how many NPCs to spawn (only if targetted) default = 1
NPC_targetname - NPC's targetname AND script_targetname
NPC_target - NPC's target to fire when killed
health - starting health (default = 100)
playerTeam - Who not to shoot! (default is TEAM_STARFLEET)
TEAM_FREE (none) = 0
TEAM_RED = 1
TEAM_BLUE = 2
TEAM_GOLD = 3
TEAM_GREEN = 4
TEAM_STARFLEET = 5
TEAM_BORG = 6
TEAM_SCAVENGERS = 7
TEAM_STASIS = 8
TEAM_NPCS = 9
TEAM_HARVESTER, = 10
TEAM_FORGE = 11
enemyTeam - Who to shoot (all but own if not set)
spawnscript - default script to run once spawned (none by default)
idlescript - default script to run when idle (none by default)
touchscript - default script to run if NPC bumps into someone (none by default)
usescript - default script to run when used (none by default)
awakescript - default script to run once awoken (none by default)
angerscript - default script to run once angered (none by default)
painscript - default script to run when hit (none by default)
fleescript - default script to run when hit and below 50% health (none by default)
deathscript - default script to run when killed (none by default)
These strings can be used to activate behaviors instead of scripts - these are checked
first and so no scripts should be names with these names:
default - 0: whatever
idle - 1: Stand around, do abolutely nothing
roam - 2: Roam around, collect stuff
walk - 3: Crouch-Walk toward their goals
run - 4: Run toward their goals
standshoot - 5: Stay in one spot and shoot- duck when neccesary
standguard - 6: Wait around for an enemy
patrol - 7: Follow a path, looking for enemies
huntkill - 8: Track down enemies and kill them
evade - 9: Run from enemies
evadeshoot - 10: Run from enemies, shoot them if they hit you
runshoot - 11: Run to your goal and shoot enemy when possible
defend - 12: Defend an entity or spot?
snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned
combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code
medic - 15: Go for lowest health buddy, hide and heal him.
takecover - 16: Find nearest cover from enemies
getammo - 17: Go get some ammo
advancefight - 18: Go somewhere and fight along the way
face - 19: turn until facing desired angles
wait - 20: do nothing
formation - 21: Maintain a formation
crouch - 22: Crouch-walk toward their goals
delay - after spawned or triggered, how many seconds to wait to spawn the NPC
*/
void SP_NPC_Telsia( gentity_t *self)
{
self->NPC_type = "Telsia";
SP_NPC_starfleet(self);
}
/*QUAKED NPC_Biessman (1 0 0) (-12 -12 -24) (12 12 32) x RIFLEMAN PHASER TRICORDER DROPTOFLOOR SILENTSPAWN NOTSOLID STARTINSOLID SHY
SILENTSPAWN - Will not make a spawn noise or effect
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
targetname - name this NPC goes by for targetting
target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?)
If targeted, will only spawn a NPC when triggered
count - how many NPCs to spawn (only if targetted) default = 1
NPC_targetname - NPC's targetname AND script_targetname
NPC_target - NPC's target to fire when killed
health - starting health (default = 100)
playerTeam - Who not to shoot! (default is TEAM_STARFLEET)
TEAM_FREE (none) = 0
TEAM_RED = 1
TEAM_BLUE = 2
TEAM_GOLD = 3
TEAM_GREEN = 4
TEAM_STARFLEET = 5
TEAM_BORG = 6
TEAM_SCAVENGERS = 7
TEAM_STASIS = 8
TEAM_NPCS = 9
TEAM_HARVESTER, = 10
TEAM_FORGE = 11
enemyTeam - Who to shoot (all but own if not set)
spawnscript - default script to run once spawned (none by default)
idlescript - default script to run when idle (none by default)
touchscript - default script to run if NPC bumps into someone (none by default)
usescript - default script to run when used (none by default)
awakescript - default script to run once awoken (none by default)
angerscript - default script to run once angered (none by default)
painscript - default script to run when hit (none by default)
fleescript - default script to run when hit and below 50% health (none by default)
deathscript - default script to run when killed (none by default)
These strings can be used to activate behaviors instead of scripts - these are checked
first and so no scripts should be names with these names:
default - 0: whatever
idle - 1: Stand around, do abolutely nothing
roam - 2: Roam around, collect stuff
walk - 3: Crouch-Walk toward their goals
run - 4: Run toward their goals
standshoot - 5: Stay in one spot and shoot- duck when neccesary
standguard - 6: Wait around for an enemy
patrol - 7: Follow a path, looking for enemies
huntkill - 8: Track down enemies and kill them
evade - 9: Run from enemies
evadeshoot - 10: Run from enemies, shoot them if they hit you
runshoot - 11: Run to your goal and shoot enemy when possible
defend - 12: Defend an entity or spot?
snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned
combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code
medic - 15: Go for lowest health buddy, hide and heal him.
takecover - 16: Find nearest cover from enemies
getammo - 17: Go get some ammo
advancefight - 18: Go somewhere and fight along the way
face - 19: turn until facing desired angles
wait - 20: do nothing
formation - 21: Maintain a formation
crouch - 22: Crouch-walk toward their goals
delay - after spawned or triggered, how many seconds to wait to spawn the NPC
*/
void SP_NPC_Biessman( gentity_t *self)
{
self->NPC_type = "Biessman";
SP_NPC_starfleet(self);
}
/*QUAKED NPC_Chang (1 0 0) (-12 -12 -24) (12 12 32) x RIFLEMAN PHASER TRICORDER DROPTOFLOOR SILENTSPAWN NOTSOLID STARTINSOLID SHY
SILENTSPAWN - Will not make a spawn noise or effect
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
targetname - name this NPC goes by for targetting
target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?)
If targeted, will only spawn a NPC when triggered
count - how many NPCs to spawn (only if targetted) default = 1
NPC_targetname - NPC's targetname AND script_targetname
NPC_target - NPC's target to fire when killed
health - starting health (default = 100)
playerTeam - Who not to shoot! (default is TEAM_STARFLEET)
TEAM_FREE (none) = 0
TEAM_RED = 1
TEAM_BLUE = 2
TEAM_GOLD = 3
TEAM_GREEN = 4
TEAM_STARFLEET = 5
TEAM_BORG = 6
TEAM_SCAVENGERS = 7
TEAM_STASIS = 8
TEAM_NPCS = 9
TEAM_HARVESTER, = 10
TEAM_FORGE = 11
enemyTeam - Who to shoot (all but own if not set)
spawnscript - default script to run once spawned (none by default)
idlescript - default script to run when idle (none by default)
touchscript - default script to run if NPC bumps into someone (none by default)
usescript - default script to run when used (none by default)
awakescript - default script to run once awoken (none by default)
angerscript - default script to run once angered (none by default)
painscript - default script to run when hit (none by default)
fleescript - default script to run when hit and below 50% health (none by default)
deathscript - default script to run when killed (none by default)
These strings can be used to activate behaviors instead of scripts - these are checked
first and so no scripts should be names with these names:
default - 0: whatever
idle - 1: Stand around, do abolutely nothing
roam - 2: Roam around, collect stuff
walk - 3: Crouch-Walk toward their goals
run - 4: Run toward their goals
standshoot - 5: Stay in one spot and shoot- duck when neccesary
standguard - 6: Wait around for an enemy
patrol - 7: Follow a path, looking for enemies
huntkill - 8: Track down enemies and kill them
evade - 9: Run from enemies
evadeshoot - 10: Run from enemies, shoot them if they hit you
runshoot - 11: Run to your goal and shoot enemy when possible
defend - 12: Defend an entity or spot?
snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned
combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code
medic - 15: Go for lowest health buddy, hide and heal him.
takecover - 16: Find nearest cover from enemies
getammo - 17: Go get some ammo
advancefight - 18: Go somewhere and fight along the way
face - 19: turn until facing desired angles
wait - 20: do nothing
formation - 21: Maintain a formation
crouch - 22: Crouch-walk toward their goals
delay - after spawned or triggered, how many seconds to wait to spawn the NPC
*/
void SP_NPC_Chang( gentity_t *self)
{
self->NPC_type = "Chang";
SP_NPC_starfleet(self);
}
/*QUAKED NPC_Chell (1 0 0) (-12 -12 -24) (12 12 32) x RIFLEMAN PHASER TRICORDER DROPTOFLOOR SILENTSPAWN NOTSOLID STARTINSOLID SHY
SILENTSPAWN - Will not make a spawn noise or effect
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
targetname - name this NPC goes by for targetting
target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?)
If targeted, will only spawn a NPC when triggered
count - how many NPCs to spawn (only if targetted) default = 1
NPC_targetname - NPC's targetname AND script_targetname
NPC_target - NPC's target to fire when killed
health - starting health (default = 100)
playerTeam - Who not to shoot! (default is TEAM_STARFLEET)
TEAM_FREE (none) = 0
TEAM_RED = 1
TEAM_BLUE = 2
TEAM_GOLD = 3
TEAM_GREEN = 4
TEAM_STARFLEET = 5
TEAM_BORG = 6
TEAM_SCAVENGERS = 7
TEAM_STASIS = 8
TEAM_NPCS = 9
TEAM_HARVESTER, = 10
TEAM_FORGE = 11
enemyTeam - Who to shoot (all but own if not set)
spawnscript - default script to run once spawned (none by default)
idlescript - default script to run when idle (none by default)
touchscript - default script to run if NPC bumps into someone (none by default)
usescript - default script to run when used (none by default)
awakescript - default script to run once awoken (none by default)
angerscript - default script to run once angered (none by default)
painscript - default script to run when hit (none by default)
fleescript - default script to run when hit and below 50% health (none by default)
deathscript - default script to run when killed (none by default)
These strings can be used to activate behaviors instead of scripts - these are checked
first and so no scripts should be names with these names:
default - 0: whatever
idle - 1: Stand around, do abolutely nothing
roam - 2: Roam around, collect stuff
walk - 3: Crouch-Walk toward their goals
run - 4: Run toward their goals
standshoot - 5: Stay in one spot and shoot- duck when neccesary
standguard - 6: Wait around for an enemy
patrol - 7: Follow a path, looking for enemies
huntkill - 8: Track down enemies and kill them
evade - 9: Run from enemies
evadeshoot - 10: Run from enemies, shoot them if they hit you
runshoot - 11: Run to your goal and shoot enemy when possible
defend - 12: Defend an entity or spot?
snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned
combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code
medic - 15: Go for lowest health buddy, hide and heal him.
takecover - 16: Find nearest cover from enemies
getammo - 17: Go get some ammo
advancefight - 18: Go somewhere and fight along the way
face - 19: turn until facing desired angles
wait - 20: do nothing
formation - 21: Maintain a formation
crouch - 22: Crouch-walk toward their goals
delay - after spawned or triggered, how many seconds to wait to spawn the NPC
*/
void SP_NPC_Chell( gentity_t *self)
{
self->NPC_type = "Chell";
SP_NPC_starfleet(self);
}
/*QUAKED NPC_Jurot (1 0 0) (-12 -12 -24) (12 12 32) x RIFLEMAN PHASER TRICORDER DROPTOFLOOR SILENTSPAWN NOTSOLID STARTINSOLID SHY
SILENTSPAWN - Will not make a spawn noise or effect
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
targetname - name this NPC goes by for targetting
target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?)
If targeted, will only spawn a NPC when triggered
count - how many NPCs to spawn (only if targetted) default = 1
NPC_targetname - NPC's targetname AND script_targetname
NPC_target - NPC's target to fire when killed
health - starting health (default = 100)
playerTeam - Who not to shoot! (default is TEAM_STARFLEET)
TEAM_FREE (none) = 0
TEAM_RED = 1
TEAM_BLUE = 2
TEAM_GOLD = 3
TEAM_GREEN = 4
TEAM_STARFLEET = 5
TEAM_BORG = 6
TEAM_SCAVENGERS = 7
TEAM_STASIS = 8
TEAM_NPCS = 9
TEAM_HARVESTER, = 10
TEAM_FORGE = 11
enemyTeam - Who to shoot (all but own if not set)
spawnscript - default script to run once spawned (none by default)
idlescript - default script to run when idle (none by default)
touchscript - default script to run if NPC bumps into someone (none by default)
usescript - default script to run when used (none by default)
awakescript - default script to run once awoken (none by default)
angerscript - default script to run once angered (none by default)
painscript - default script to run when hit (none by default)
fleescript - default script to run when hit and below 50% health (none by default)
deathscript - default script to run when killed (none by default)
These strings can be used to activate behaviors instead of scripts - these are checked
first and so no scripts should be names with these names:
default - 0: whatever
idle - 1: Stand around, do abolutely nothing
roam - 2: Roam around, collect stuff
walk - 3: Crouch-Walk toward their goals
run - 4: Run toward their goals
standshoot - 5: Stay in one spot and shoot- duck when neccesary
standguard - 6: Wait around for an enemy
patrol - 7: Follow a path, looking for enemies
huntkill - 8: Track down enemies and kill them
evade - 9: Run from enemies
evadeshoot - 10: Run from enemies, shoot them if they hit you
runshoot - 11: Run to your goal and shoot enemy when possible
defend - 12: Defend an entity or spot?
snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned
combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code
medic - 15: Go for lowest health buddy, hide and heal him.
takecover - 16: Find nearest cover from enemies
getammo - 17: Go get some ammo
advancefight - 18: Go somewhere and fight along the way
face - 19: turn until facing desired angles
wait - 20: do nothing
formation - 21: Maintain a formation
crouch - 22: Crouch-walk toward their goals
delay - after spawned or triggered, how many seconds to wait to spawn the NPC
*/
void SP_NPC_Jurot( gentity_t *self)
{
self->NPC_type = "Jurot";
SP_NPC_starfleet(self);
}
//ENEMIES
/*QUAKED NPC_borg (1 0 0) (-12 -12 -24) (12 12 40) x OLDBORG GUN TASER DRILL SILENTSPAWN NOTSOLID STARTINSOLID SHY
SILENTSPAWN - Will not make a spawn noise or effect
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
There are different Borg configurations (hoses, textures, heads, etc) you can use by changing the NPC_type:
borgthin
borgthin2
borgthin3
borgthin4
borgbig
borgbig2
borgbig3
borgbig4
The default configuration randomly chooses one of these.
Default Borg is aggressive, using assimilator only
OLDBORG - Non-aggressive, uses assimilator
GUN - Aggressive, uses standard Borg projectile
TASER - Aggressive, uses taser (medium-range lightning weapon)
Borg NPC
FIXME: use the same legs and torso, different heads and skins if necc...
targetname - name this NPC goes by for targetting
target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?)
If targeted, will only spawn a NPC when triggered
count - how many NPCs to spawn (only if targetted) default = 1
NPC_targetname - NPC's targetname AND script_targetname
NPC_target - NPC's target to fire when killed
health - starting health (default = 100)
playerTeam - Who not to shoot! (default is TEAM_BORG)
TEAM_FREE (none) = 0
TEAM_RED = 1
TEAM_BLUE = 2
TEAM_GOLD = 3
TEAM_GREEN = 4
TEAM_STARFLEET = 5
TEAM_BORG = 6
TEAM_SCAVENGERS = 7
TEAM_STASIS = 8
TEAM_NPCS = 9
TEAM_HARVESTER, = 10
TEAM_FORGE = 11
enemyTeam - Who to shoot (all but own if not set)
spawnscript - default script to run once spawned (none by default)
idlescript - default script to run when idle (none by default)
touchscript - default script to run if NPC bumps into someone (none by default)
usescript - default script to run when used (none by default)
awakescript - default script to run once awoken (none by default)
angerscript - default script to run once angered (none by default)
painscript - default script to run when hit (none by default)
fleescript - default script to run when hit and below 50% health (none by default)
deathscript - default script to run when killed (none by default)
These strings can be used to activate behaviors instead of scripts - these are checked
first and so no scripts should be names with these names:
default - 0: whatever
idle - 1: Stand around, do abolutely nothing
roam - 2: Roam around, collect stuff
walk - 3: Crouch-Walk toward their goals
run - 4: Run toward their goals
standshoot - 5: Stay in one spot and shoot- duck when neccesary
standguard - 6: Wait around for an enemy
patrol - 7: Follow a path, looking for enemies
huntkill - 8: Track down enemies and kill them
evade - 9: Run from enemies
evadeshoot - 10: Run from enemies, shoot them if they hit you
runshoot - 11: Run to your goal and shoot enemy when possible
defend - 12: Defend an entity or spot?
snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned
combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code
medic - 15: Go for lowest health buddy, hide and heal him.
takecover - 16: Find nearest cover from enemies
getammo - 17: Go get some ammo
advancefight - 18: Go somewhere and fight along the way
face - 19: turn until facing desired angles
wait - 20: do nothing
formation - 21: Maintain a formation
crouch - 22: Crouch-walk toward their goals
delay - after spawned or triggered, how many seconds to wait to spawn the NPC
*/
#define BORG_DEFAULT_HEALTH 30
void SP_NPC_borg( gentity_t *self)
{
if(!self->NPC_type)
{
int which = Q_irand(0, 7);
switch( which )
{
case 0:
self->NPC_type = "borgthin";
break;
case 1:
self->NPC_type = "borgthin2";
break;
case 2:
self->NPC_type = "borgthin3";
break;
case 3:
self->NPC_type = "borgthin4";
break;
case 4:
self->NPC_type = "borgbig";
break;
case 5:
self->NPC_type = "borgbig2";
break;
case 6:
self->NPC_type = "borgbig3";
break;
case 7:
self->NPC_type = "borgbig4";
break;
}
}
// Set the default weapon
weapon_t weap = WP_BORG_ASSIMILATOR;
if ( self->spawnflags & SFB_GUN )
weap = WP_BORG_WEAPON;
else if ( self->spawnflags & SFB_TASER )
weap = WP_BORG_TASER;
else if ( self->spawnflags & SFB_DRILL )
weap = WP_BORG_DRILL;
// Now register the weapon
RegisterItem( FindItemForWeapon( weap ) );
// Precaching sounds for this model
G_SoundIndex("sound/enemies/borg/borgshield.wav");
if ( !self->health )
{
self->health = BORG_DEFAULT_HEALTH + ( random() * 15 );
}
SP_NPC_spawner (self);
}
/*QUAKED NPC_Parasite(1 0 0) (-13 -13 -24) (13 13 -8) x x SPIT AGGRESSIVE DROPTOFLOOR SILENTSPAWN NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
SILENTSPAWN - Will not make a spawn noise or effect
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
Parasite NPC
targetname - name this NPC goes by for targetting
target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?)
If targeted, will only spawn a NPC when triggered
count - how many NPCs to spawn (only if targetted) default = 1
NPC_targetname - NPC's targetname AND script_targetname
NPC_target - NPC's target to fire when killed
health - starting health (default = 25)
playerTeam - Who not to shoot! (default is TEAM_BORG for now)
TEAM_FREE (none) = 0
TEAM_RED = 1
TEAM_BLUE = 2
TEAM_GOLD = 3
TEAM_GREEN = 4
TEAM_STARFLEET = 5
TEAM_BORG = 6
TEAM_SCAVENGERS = 7
TEAM_STASIS = 8
TEAM_NPCS = 9
TEAM_HARVESTER, = 10
TEAM_FORGE = 11
enemyTeam - Who to shoot (all but own if not set)
spawnscript - default script to run once spawned (none by default)
idlescript - default script to run when idle (none by default)
touchscript - default script to run if NPC bumps into someone (none by default)
usescript - default script to run when used (none by default)
awakescript - default script to run once awoken (none by default)
angerscript - default script to run once angered (none by default)
painscript - default script to run when hit (none by default)
fleescript - default script to run when hit and below 50% health (none by default)
deathscript - default script to run when killed (none by default)
These strings can be used to activate behaviors instead of scripts - these are checked
first and so no scripts should be names with these names:
default - 0: whatever
idle - 1: Stand around, do abolutely nothing
roam - 2: Roam around, collect stuff
walk - 3: Crouch-Walk toward their goals
run - 4: Run toward their goals
standshoot - 5: Stay in one spot and shoot- duck when neccesary
standguard - 6: Wait around for an enemy
patrol - 7: Follow a path, looking for enemies
huntkill - 8: Track down enemies and kill them
evade - 9: Run from enemies
evadeshoot - 10: Run from enemies, shoot them if they hit you
runshoot - 11: Run to your goal and shoot enemy when possible
defend - 12: Defend an entity or spot?
snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned
combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code
medic - 15: Go for lowest health buddy, hide and heal him.
takecover - 16: Find nearest cover from enemies
getammo - 17: Go get some ammo
advancefight - 18: Go somewhere and fight along the way
face - 19: turn until facing desired angles
wait - 20: do nothing
formation - 21: Maintain a formation
crouch - 22: Crouch-walk toward their goals
delay - after spawned or triggered, how many seconds to wait to spawn the NPC
*/
void SP_NPC_Parasite( gentity_t *self)
{
G_SpawnInt( "health", "25", &self->health );
if(!self->NPC_type)
{
self->NPC_type = "Parasite";
}
// For some reason, they don't always have their weapon precached unless you do this right away?
RegisterItem( FindItemForWeapon( WP_PARASITE ) );
if( Q_irand(0, 1) )
{
self->spawnflags |= 4;//setting this flag will make these spitters, not clawers
}
SP_NPC_spawner (self);
}
/*QUAKED NPC_klingon(1 0 0) (-12 -12 -24) (12 12 40) KNIFE x x x DROPTOFLOOR SILENTSPAWN NOTSOLID STARTINSOLID SHY
KNIFE - spawns as a melee fighter with a knife
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
SILENTSPAWN - Will not make a spawn noise or effect
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
Klingon Scavenger NPC
NPC_type - "KlingonFem" is the female klingon
targetname - name this NPC goes by for targetting
target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?)
If targeted, will only spawn a NPC when triggered
count - how many NPCs to spawn (only if targetted) default = 1
NPC_targetname - NPC's targetname AND script_targetname
NPC_target - NPC's target to fire when killed
health - starting health (default = 100)
playerTeam - Who not to shoot! (default is TEAM_BORG for now)
TEAM_FREE (none) = 0
TEAM_RED = 1
TEAM_BLUE = 2
TEAM_GOLD = 3
TEAM_GREEN = 4
TEAM_STARFLEET = 5
TEAM_BORG = 6
TEAM_SCAVENGERS = 7
TEAM_STASIS = 8
TEAM_NPCS = 9
TEAM_HARVESTER, = 10
TEAM_FORGE = 11
enemyTeam - Who to shoot (all but own if not set)
spawnscript - default script to run once spawned (none by default)
idlescript - default script to run when idle (none by default)
touchscript - default script to run if NPC bumps into someone (none by default)
usescript - default script to run when used (none by default)
awakescript - default script to run once awoken (none by default)
angerscript - default script to run once angered (none by default)
painscript - default script to run when hit (none by default)
fleescript - default script to run when hit and below 50% health (none by default)
deathscript - default script to run when killed (none by default)
These strings can be used to activate behaviors instead of scripts - these are checked
first and so no scripts should be names with these names:
default - 0: whatever
idle - 1: Stand around, do abolutely nothing
roam - 2: Roam around, collect stuff
walk - 3: Crouch-Walk toward their goals
run - 4: Run toward their goals
standshoot - 5: Stay in one spot and shoot- duck when neccesary
standguard - 6: Wait around for an enemy
patrol - 7: Follow a path, looking for enemies
huntkill - 8: Track down enemies and kill them
evade - 9: Run from enemies
evadeshoot - 10: Run from enemies, shoot them if they hit you
runshoot - 11: Run to your goal and shoot enemy when possible
defend - 12: Defend an entity or spot?
snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned
combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code
medic - 15: Go for lowest health buddy, hide and heal him.
takecover - 16: Find nearest cover from enemies
getammo - 17: Go get some ammo
advancefight - 18: Go somewhere and fight along the way
face - 19: turn until facing desired angles
wait - 20: do nothing
formation - 21: Maintain a formation
crouch - 22: Crouch-walk toward their goals
delay - after spawned or triggered, how many seconds to wait to spawn the NPC
*/
void SP_NPC_klingon( gentity_t *self)
{
if(!self->NPC_type)
{
if ( Q_irand(0, 1) )
{
self->NPC_type = "Klingon";
}
else
{
self->NPC_type = "Klingon2";
}
}
else if ( Q_stricmp( "KlingonFem", self->NPC_type ) == 0 )
{
if ( Q_irand(0, 2) )
{
self->NPC_type = "KlingonFem2";
}
else if ( Q_irand(0, 1) )
{
self->NPC_type = "KlingonFem3";
}
}
if ( (self->spawnflags & 1) ) // knife
{
RegisterItem( FindItemForWeapon( WP_KLINGON_BLADE ) ); //precache the weapon
}
SP_NPC_spawner( self );
}
/*QUAKED NPC_Malon(1 0 0) (-12 -12 -24) (12 12 32) x x x x DROPTOFLOOR SILENTSPAWN NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
SILENTSPAWN - Will not make a spawn noise or effect
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
Malon Scavenger NPC
targetname - name this NPC goes by for targetting
target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?)
If targeted, will only spawn a NPC when triggered
count - how many NPCs to spawn (only if targetted) default = 1
NPC_targetname - NPC's targetname AND script_targetname
NPC_target - NPC's target to fire when killed
health - starting health (default = 100)
playerTeam - Who not to shoot! (default is TEAM_BORG for now)
TEAM_FREE (none) = 0
TEAM_RED = 1
TEAM_BLUE = 2
TEAM_GOLD = 3
TEAM_GREEN = 4
TEAM_STARFLEET = 5
TEAM_BORG = 6
TEAM_SCAVENGERS = 7
TEAM_STASIS = 8
TEAM_NPCS = 9
TEAM_HARVESTER, = 10
TEAM_FORGE = 11
enemyTeam - Who to shoot (all but own if not set)
spawnscript - default script to run once spawned (none by default)
idlescript - default script to run when idle (none by default)
touchscript - default script to run if NPC bumps into someone (none by default)
usescript - default script to run when used (none by default)
awakescript - default script to run once awoken (none by default)
angerscript - default script to run once angered (none by default)
painscript - default script to run when hit (none by default)
fleescript - default script to run when hit and below 50% health (none by default)
deathscript - default script to run when killed (none by default)
These strings can be used to activate behaviors instead of scripts - these are checked
first and so no scripts should be names with these names:
default - 0: whatever
idle - 1: Stand around, do abolutely nothing
roam - 2: Roam around, collect stuff
walk - 3: Crouch-Walk toward their goals
run - 4: Run toward their goals
standshoot - 5: Stay in one spot and shoot- duck when neccesary
standguard - 6: Wait around for an enemy
patrol - 7: Follow a path, looking for enemies
huntkill - 8: Track down enemies and kill them
evade - 9: Run from enemies
evadeshoot - 10: Run from enemies, shoot them if they hit you
runshoot - 11: Run to your goal and shoot enemy when possible
defend - 12: Defend an entity or spot?
snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned
combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code
medic - 15: Go for lowest health buddy, hide and heal him.
takecover - 16: Find nearest cover from enemies
getammo - 17: Go get some ammo
advancefight - 18: Go somewhere and fight along the way
face - 19: turn until facing desired angles
wait - 20: do nothing
formation - 21: Maintain a formation
crouch - 22: Crouch-walk toward their goals
delay - after spawned or triggered, how many seconds to wait to spawn the NPC
*/
void SP_NPC_Malon( gentity_t *self)
{
if(!self->NPC_type)
{
self->NPC_type = "Malon";
}
SP_NPC_spawner (self);
}
/*QUAKED NPC_Hirogen(1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR SILENTSPAWN NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
SILENTSPAWN - Will not make a spawn noise or effect
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
Hirogen Scavenger NPC
NPC_type - "Hirogen2" has a helmet
targetname - name this NPC goes by for targetting
target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?)
If targeted, will only spawn a NPC when triggered
count - how many NPCs to spawn (only if targetted) default = 1
NPC_targetname - NPC's targetname AND script_targetname
NPC_target - NPC's target to fire when killed
health - starting health (default = 100)
playerTeam - Who not to shoot! (default is TEAM_BORG for now)
TEAM_FREE (none) = 0
TEAM_RED = 1
TEAM_BLUE = 2
TEAM_GOLD = 3
TEAM_GREEN = 4
TEAM_STARFLEET = 5
TEAM_BORG = 6
TEAM_SCAVENGERS = 7
TEAM_STASIS = 8
TEAM_NPCS = 9
TEAM_HARVESTER, = 10
TEAM_FORGE = 11
enemyTeam - Who to shoot (all but own if not set)
spawnscript - default script to run once spawned (none by default)
idlescript - default script to run when idle (none by default)
touchscript - default script to run if NPC bumps into someone (none by default)
usescript - default script to run when used (none by default)
awakescript - default script to run once awoken (none by default)
angerscript - default script to run once angered (none by default)
painscript - default script to run when hit (none by default)
fleescript - default script to run when hit and below 50% health (none by default)
deathscript - default script to run when killed (none by default)
These strings can be used to activate behaviors instead of scripts - these are checked
first and so no scripts should be names with these names:
default - 0: whatever
idle - 1: Stand around, do abolutely nothing
roam - 2: Roam around, collect stuff
walk - 3: Crouch-Walk toward their goals
run - 4: Run toward their goals
standshoot - 5: Stay in one spot and shoot- duck when neccesary
standguard - 6: Wait around for an enemy
patrol - 7: Follow a path, looking for enemies
huntkill - 8: Track down enemies and kill them
evade - 9: Run from enemies
evadeshoot - 10: Run from enemies, shoot them if they hit you
runshoot - 11: Run to your goal and shoot enemy when possible
defend - 12: Defend an entity or spot?
snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned
combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code
medic - 15: Go for lowest health buddy, hide and heal him.
takecover - 16: Find nearest cover from enemies
getammo - 17: Go get some ammo
advancefight - 18: Go somewhere and fight along the way
face - 19: turn until facing desired angles
wait - 20: do nothing
formation - 21: Maintain a formation
crouch - 22: Crouch-walk toward their goals
delay - after spawned or triggered, how many seconds to wait to spawn the NPC
*/
void SP_NPC_Hirogen( gentity_t *self)
{
if(!self->NPC_type)
{
self->NPC_type = "Hirogen";
}
SP_NPC_spawner (self);
}
/*QUAKED NPC_Hirogen_Alpha(1 0 0) (-12 -12 -24) (12 12 32) x x x x x SILENTSPAWN NOTSOLID STARTINSOLID SHY
SILENTSPAWN - Will not make a spawn noise or effect
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
Hirogen Scavenger Alpha
NPC_type - "Hirogen2" has a helmet
targetname - name this NPC goes by for targetting
target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?)
opentarget - it's dropped weapon will fire this tartet when it's picked up
If targeted, will only spawn a NPC when triggered
count - how many NPCs to spawn (only if targetted) default = 1
NPC_targetname - NPC's targetname AND script_targetname
NPC_target - NPC's target to fire when killed
health - starting health (default = 100)
playerTeam - Who not to shoot! (default is TEAM_BORG for now)
TEAM_FREE (none) = 0
TEAM_RED = 1
TEAM_BLUE = 2
TEAM_GOLD = 3
TEAM_GREEN = 4
TEAM_STARFLEET = 5
TEAM_BORG = 6
TEAM_SCAVENGERS = 7
TEAM_STASIS = 8
TEAM_NPCS = 9
TEAM_HARVESTER, = 10
TEAM_FORGE = 11
enemyTeam - Who to shoot (all but own if not set)
spawnscript - default script to run once spawned (none by default)
idlescript - default script to run when idle (none by default)
touchscript - default script to run if NPC bumps into someone (none by default)
usescript - default script to run when used (none by default)
awakescript - default script to run once awoken (none by default)
angerscript - default script to run once angered (none by default)
painscript - default script to run when hit (none by default)
fleescript - default script to run when hit and below 50% health (none by default)
deathscript - default script to run when killed (none by default)
These strings can be used to activate behaviors instead of scripts - these are checked
first and so no scripts should be names with these names:
default - 0: whatever
idle - 1: Stand around, do abolutely nothing
roam - 2: Roam around, collect stuff
walk - 3: Crouch-Walk toward their goals
run - 4: Run toward their goals
standshoot - 5: Stay in one spot and shoot- duck when neccesary
standguard - 6: Wait around for an enemy
patrol - 7: Follow a path, looking for enemies
huntkill - 8: Track down enemies and kill them
evade - 9: Run from enemies
evadeshoot - 10: Run from enemies, shoot them if they hit you
runshoot - 11: Run to your goal and shoot enemy when possible
defend - 12: Defend an entity or spot?
snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned
combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code
medic - 15: Go for lowest health buddy, hide and heal him.
takecover - 16: Find nearest cover from enemies
getammo - 17: Go get some ammo
advancefight - 18: Go somewhere and fight along the way
face - 19: turn until facing desired angles
wait - 20: do nothing
formation - 21: Maintain a formation
crouch - 22: Crouch-walk toward their goals
delay - after spawned or triggered, how many seconds to wait to spawn the NPC
*/
#define HIROGEN_ALPHA_HEALTH 8 //NOTENOTE: This is hits, NOT total health! The boss only takes 1 point of damage for any hit
void SP_NPC_Hirogen_Alpha( gentity_t *self)
{
if(!self->NPC_type)
{
self->NPC_type = "HirogenAlpha";
}
self->health = HIROGEN_ALPHA_HEALTH;
SP_NPC_spawner (self);
HirogenAlpha_Precache();
}
/*QUAKED NPC_Imperial(1 0 0) (-12 -12 -24) (12 12 32) x x x x DROPTOFLOOR SILENTSPAWN NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
SILENTSPAWN - Will not make a spawn noise or effect
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
Imperial Scavenger NPC, Red shirt
targetname - name this NPC goes by for targetting
target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?)
If targeted, will only spawn a NPC when triggered
count - how many NPCs to spawn (only if targetted) default = 1
NPC_targetname - NPC's targetname AND script_targetname
NPC_target - NPC's target to fire when killed
health - starting health (default = 100)
playerTeam - Who not to shoot! (default is TEAM_BORG for now)
TEAM_FREE (none) = 0
TEAM_RED = 1
TEAM_BLUE = 2
TEAM_GOLD = 3
TEAM_GREEN = 4
TEAM_STARFLEET = 5
TEAM_BORG = 6
TEAM_SCAVENGERS = 7
TEAM_STASIS = 8
TEAM_NPCS = 9
TEAM_HARVESTER, = 10
TEAM_FORGE = 11
enemyTeam - Who to shoot (all but own if not set)
spawnscript - default script to run once spawned (none by default)
idlescript - default script to run when idle (none by default)
touchscript - default script to run if NPC bumps into someone (none by default)
usescript - default script to run when used (none by default)
awakescript - default script to run once awoken (none by default)
angerscript - default script to run once angered (none by default)
painscript - default script to run when hit (none by default)
fleescript - default script to run when hit and below 50% health (none by default)
deathscript - default script to run when killed (none by default)
These strings can be used to activate behaviors instead of scripts - these are checked
first and so no scripts should be names with these names:
default - 0: whatever
idle - 1: Stand around, do abolutely nothing
roam - 2: Roam around, collect stuff
walk - 3: Crouch-Walk toward their goals
run - 4: Run toward their goals
standshoot - 5: Stay in one spot and shoot- duck when neccesary
standguard - 6: Wait around for an enemy
patrol - 7: Follow a path, looking for enemies
huntkill - 8: Track down enemies and kill them
evade - 9: Run from enemies
evadeshoot - 10: Run from enemies, shoot them if they hit you
runshoot - 11: Run to your goal and shoot enemy when possible
defend - 12: Defend an entity or spot?
snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned
combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code
medic - 15: Go for lowest health buddy, hide and heal him.
takecover - 16: Find nearest cover from enemies
getammo - 17: Go get some ammo
advancefight - 18: Go somewhere and fight along the way
face - 19: turn until facing desired angles
wait - 20: do nothing
formation - 21: Maintain a formation
crouch - 22: Crouch-walk toward their goals
delay - after spawned or triggered, how many seconds to wait to spawn the NPC
*/
/*QUAKED NPC_Imperial_Blue(1 0 0) (-12 -12 -24) (12 12 32) x x x x DROPTOFLOOR SILENTSPAWN NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
SILENTSPAWN - Will not make a spawn noise or effect
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
Imperial Scavenger NPC, Blue
targetname - name this NPC goes by for targetting
target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?)
If targeted, will only spawn a NPC when triggered
count - how many NPCs to spawn (only if targetted) default = 1
NPC_targetname - NPC's targetname AND script_targetname
NPC_target - NPC's target to fire when killed
health - starting health (default = 100)
playerTeam - Who not to shoot! (default is TEAM_BORG for now)
TEAM_FREE (none) = 0
TEAM_RED = 1
TEAM_BLUE = 2
TEAM_GOLD = 3
TEAM_GREEN = 4
TEAM_STARFLEET = 5
TEAM_BORG = 6
TEAM_SCAVENGERS = 7
TEAM_STASIS = 8
TEAM_NPCS = 9
TEAM_HARVESTER, = 10
TEAM_FORGE = 11
enemyTeam - Who to shoot (all but own if not set)
spawnscript - default script to run once spawned (none by default)
idlescript - default script to run when idle (none by default)
touchscript - default script to run if NPC bumps into someone (none by default)
usescript - default script to run when used (none by default)
awakescript - default script to run once awoken (none by default)
angerscript - default script to run once angered (none by default)
painscript - default script to run when hit (none by default)
fleescript - default script to run when hit and below 50% health (none by default)
deathscript - default script to run when killed (none by default)
These strings can be used to activate behaviors instead of scripts - these are checked
first and so no scripts should be names with these names:
default - 0: whatever
idle - 1: Stand around, do abolutely nothing
roam - 2: Roam around, collect stuff
walk - 3: Crouch-Walk toward their goals
run - 4: Run toward their goals
standshoot - 5: Stay in one spot and shoot- duck when neccesary
standguard - 6: Wait around for an enemy
patrol - 7: Follow a path, looking for enemies
huntkill - 8: Track down enemies and kill them
evade - 9: Run from enemies
evadeshoot - 10: Run from enemies, shoot them if they hit you
runshoot - 11: Run to your goal and shoot enemy when possible
defend - 12: Defend an entity or spot?
snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned
combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code
medic - 15: Go for lowest health buddy, hide and heal him.
takecover - 16: Find nearest cover from enemies
getammo - 17: Go get some ammo
advancefight - 18: Go somewhere and fight along the way
face - 19: turn until facing desired angles
wait - 20: do nothing
formation - 21: Maintain a formation
crouch - 22: Crouch-walk toward their goals
delay - after spawned or triggered, how many seconds to wait to spawn the NPC
*/
/*QUAKED NPC_Imperial_Gold(1 0 0) (-12 -12 -24) (12 12 32) x x x x DROPTOFLOOR SILENTSPAWN NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
SILENTSPAWN - Will not make a spawn noise or effect
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
Imperial Scavenger NPC, Gold
targetname - name this NPC goes by for targetting
target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?)
If targeted, will only spawn a NPC when triggered
count - how many NPCs to spawn (only if targetted) default = 1
NPC_targetname - NPC's targetname AND script_targetname
NPC_target - NPC's target to fire when killed
health - starting health (default = 100)
playerTeam - Who not to shoot! (default is TEAM_BORG for now)
TEAM_FREE (none) = 0
TEAM_RED = 1
TEAM_BLUE = 2
TEAM_GOLD = 3
TEAM_GREEN = 4
TEAM_STARFLEET = 5
TEAM_BORG = 6
TEAM_SCAVENGERS = 7
TEAM_STASIS = 8
TEAM_NPCS = 9
TEAM_HARVESTER, = 10
TEAM_FORGE = 11
enemyTeam - Who to shoot (all but own if not set)
spawnscript - default script to run once spawned (none by default)
idlescript - default script to run when idle (none by default)
touchscript - default script to run if NPC bumps into someone (none by default)
usescript - default script to run when used (none by default)
awakescript - default script to run once awoken (none by default)
angerscript - default script to run once angered (none by default)
painscript - default script to run when hit (none by default)
fleescript - default script to run when hit and below 50% health (none by default)
deathscript - default script to run when killed (none by default)
These strings can be used to activate behaviors instead of scripts - these are checked
first and so no scripts should be names with these names:
default - 0: whatever
idle - 1: Stand around, do abolutely nothing
roam - 2: Roam around, collect stuff
walk - 3: Crouch-Walk toward their goals
run - 4: Run toward their goals
standshoot - 5: Stay in one spot and shoot- duck when neccesary
standguard - 6: Wait around for an enemy
patrol - 7: Follow a path, looking for enemies
huntkill - 8: Track down enemies and kill them
evade - 9: Run from enemies
evadeshoot - 10: Run from enemies, shoot them if they hit you
runshoot - 11: Run to your goal and shoot enemy when possible
defend - 12: Defend an entity or spot?
snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned
combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code
medic - 15: Go for lowest health buddy, hide and heal him.
takecover - 16: Find nearest cover from enemies
getammo - 17: Go get some ammo
advancefight - 18: Go somewhere and fight along the way
face - 19: turn until facing desired angles
wait - 20: do nothing
formation - 21: Maintain a formation
crouch - 22: Crouch-walk toward their goals
delay - after spawned or triggered, how many seconds to wait to spawn the NPC
*/
/*QUAKED NPC_Imperial_Raider(1 0 0) (-12 -12 -24) (12 12 32) x x x x DROPTOFLOOR SILENTSPAWN NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
SILENTSPAWN - Will not make a spawn noise or effect
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
Imperial Scavenger NPC, Raider
targetname - name this NPC goes by for targetting
target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?)
If targeted, will only spawn a NPC when triggered
count - how many NPCs to spawn (only if targetted) default = 1
NPC_targetname - NPC's targetname AND script_targetname
NPC_target - NPC's target to fire when killed
health - starting health (default = 100)
playerTeam - Who not to shoot! (default is TEAM_BORG for now)
TEAM_FREE (none) = 0
TEAM_RED = 1
TEAM_BLUE = 2
TEAM_GOLD = 3
TEAM_GREEN = 4
TEAM_STARFLEET = 5
TEAM_BORG = 6
TEAM_SCAVENGERS = 7
TEAM_STASIS = 8
TEAM_NPCS = 9
TEAM_HARVESTER, = 10
TEAM_FORGE = 11
enemyTeam - Who to shoot (all but own if not set)
spawnscript - default script to run once spawned (none by default)
idlescript - default script to run when idle (none by default)
touchscript - default script to run if NPC bumps into someone (none by default)
usescript - default script to run when used (none by default)
awakescript - default script to run once awoken (none by default)
angerscript - default script to run once angered (none by default)
painscript - default script to run when hit (none by default)
fleescript - default script to run when hit and below 50% health (none by default)
deathscript - default script to run when killed (none by default)
These strings can be used to activate behaviors instead of scripts - these are checked
first and so no scripts should be names with these names:
default - 0: whatever
idle - 1: Stand around, do abolutely nothing
roam - 2: Roam around, collect stuff
walk - 3: Crouch-Walk toward their goals
run - 4: Run toward their goals
standshoot - 5: Stay in one spot and shoot- duck when neccesary
standguard - 6: Wait around for an enemy
patrol - 7: Follow a path, looking for enemies
huntkill - 8: Track down enemies and kill them
evade - 9: Run from enemies
evadeshoot - 10: Run from enemies, shoot them if they hit you
runshoot - 11: Run to your goal and shoot enemy when possible
defend - 12: Defend an entity or spot?
snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned
combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code
medic - 15: Go for lowest health buddy, hide and heal him.
takecover - 16: Find nearest cover from enemies
getammo - 17: Go get some ammo
advancefight - 18: Go somewhere and fight along the way
face - 19: turn until facing desired angles
wait - 20: do nothing
formation - 21: Maintain a formation
crouch - 22: Crouch-walk toward their goals
delay - after spawned or triggered, how many seconds to wait to spawn the NPC
*/
void SP_NPC_Imperial( gentity_t *self)
{
if(!self->NPC_type)
{
if( !Q_stricmp("NPC_Imperial_Blue", self->classname ) )
{
self->NPC_type = "ImperialBlue";
}
else if( !Q_stricmp("NPC_Imperial_Gold", self->classname ) )
{
self->NPC_type = "ImperialGold";
}
else if( !Q_stricmp("NPC_Imperial_Raider", self->classname ) )
{
self->NPC_type = "ImperialRaider";
}
else
{
self->NPC_type = "Imperial";
}
}
SP_NPC_spawner (self);
}
/*QUAKED NPC_Stasis(1 0 0) (-12 -12 -24) (12 12 32) WALL_SPAWNER SHOOTER x x DROPTOFLOOR SILENTSPAWN NOTSOLID STARTINSOLID SHY
WALL_SPAWNER - Use spawn effect from the wall, not the floor (default)
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
SILENTSPAWN - Will not make a spawn noise or effect
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
Etherian (Stasis alien) NPC
targetname - name this NPC goes by for targetting
target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?)
If targeted, will only spawn a NPC when triggered
count - how many NPCs to spawn (only if targetted) default = 1
NPC_targetname - NPC's targetname AND script_targetname
NPC_target - NPC's target to fire when killed
health - starting health (default = 100)
playerTeam - Who not to shoot! (default is TEAM_BOTS for now)
enemyTeam - Who to shoot (all but own if not set)
spawnscript - default script to run once spawned (none by default)
idlescript - default script to run when idle (none by default)
touchscript - default script to run if NPC bumps into someone (none by default)
usescript - default script to run when used (none by default)
awakescript - default script to run once awoken (none by default)
angerscript - default script to run once angered (none by default)
painscript - default script to run when hit (none by default)
fleescript - default script to run when hit and below 50% health (none by default)
deathscript - default script to run when killed (none by default)
These strings can be used to activate behaviors instead of scripts - these are checked
first and so no scripts should be names with these names:
default - 0: whatever
idle - 1: Stand around, do abolutely nothing
roam - 2: Roam around, collect stuff
walk - 3: Crouch-Walk toward their goals
run - 4: Run toward their goals
standshoot - 5: Stay in one spot and shoot- duck when neccesary
standguard - 6: Wait around for an enemy
patrol - 7: Follow a path, looking for enemies
huntkill - 8: Track down enemies and kill them
evade - 9: Run from enemies
evadeshoot - 10: Run from enemies, shoot them if they hit you
runshoot - 11: Run to your goal and shoot enemy when possible
defend - 12: Defend an entity or spot?
snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned
combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code
medic - 15: Go for lowest health buddy, hide and heal him.
takecover - 16: Find nearest cover from enemies
getammo - 17: Go get some ammo
advancefight - 18: Go somewhere and fight along the way
face - 19: turn until facing desired angles
wait - 20: do nothing
formation - 21: Maintain a formation
crouch - 22: Crouch-walk toward their goals
delay - after spawned or triggered, how many seconds to wait to spawn the NPC
*/
void SP_NPC_Stasis( gentity_t *self)
{
//FIXME: make an index into an external string table for localization
if (g_language && Q_stricmp("DEUTSCH",g_language->string)==0)
{
self->fullName = "Fremdartige Lebensform";
}
else
{
self->fullName = "Alien Lifeform";
}
int health = 40;
//Determine the type of stasis alien
if ( self->spawnflags & 2 )
{
//Shooter
if( !self->NPC_type )
{
self->NPC_type = "StasisShooter";
}
self->health = 60;
}
else
{
//Common
if( !self->NPC_type )
{
self->NPC_type = "Stasis";
}
}
//See if we should set the health
if ( self->health == 0 )
{
self->health = health;
}
// Precache the sounds...
G_SoundIndex("sound/movers/stasistransporter.wav");
G_SoundIndex("sound/ambience/stasis/intostasis.wav");
RegisterItem( FindItemForWeapon( WP_STASIS_ATTACK ) );
SP_NPC_spawner (self);
}
/*QUAKED NPC_Species8472(1 0 0) (-12 -12 -24) (12 12 32) x x x x DROPTOFLOOR SILENTSPAWN NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
SILENTSPAWN - Will not make a spawn noise or effect
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
Species 8472 NPC
targetname - name this NPC goes by for targetting
target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?)
If targeted, will only spawn a NPC when triggered
count - how many NPCs to spawn (only if targetted) default = 1
NPC_targetname - NPC's targetname AND script_targetname
NPC_target - NPC's target to fire when killed
health - starting health (default = 100)
playerTeam - Who not to shoot! (default is TEAM_BOTS for now)
enemyTeam - Who to shoot (all but own if not set)
spawnscript - default script to run once spawned (none by default)
idlescript - default script to run when idle (none by default)
touchscript - default script to run if NPC bumps into someone (none by default)
usescript - default script to run when used (none by default)
awakescript - default script to run once awoken (none by default)
angerscript - default script to run once angered (none by default)
painscript - default script to run when hit (none by default)
fleescript - default script to run when hit and below 50% health (none by default)
deathscript - default script to run when killed (none by default)
These strings can be used to activate behaviors instead of scripts - these are checked
first and so no scripts should be names with these names:
default - 0: whatever
idle - 1: Stand around, do abolutely nothing
roam - 2: Roam around, collect stuff
walk - 3: Crouch-Walk toward their goals
run - 4: Run toward their goals
standshoot - 5: Stay in one spot and shoot- duck when neccesary
standguard - 6: Wait around for an enemy
patrol - 7: Follow a path, looking for enemies
huntkill - 8: Track down enemies and kill them
evade - 9: Run from enemies
evadeshoot - 10: Run from enemies, shoot them if they hit you
runshoot - 11: Run to your goal and shoot enemy when possible
defend - 12: Defend an entity or spot?
snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned
combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code
medic - 15: Go for lowest health buddy, hide and heal him.
takecover - 16: Find nearest cover from enemies
getammo - 17: Go get some ammo
advancefight - 18: Go somewhere and fight along the way
face - 19: turn until facing desired angles
wait - 20: do nothing
formation - 21: Maintain a formation
crouch - 22: Crouch-walk toward their goals
delay - after spawned or triggered, how many seconds to wait to spawn the NPC
*/
void SP_NPC_Species8472( gentity_t *self)
{
//FIXME: make an index into an external string table for localization
if (g_language && Q_stricmp("DEUTSCH",g_language->string)==0)
{
self->fullName = "Fl<EFBFBD>ssigraum-Lebensform";
}
else
{
self->fullName = "Fluidic Space Lifeform";
}
if(!self->NPC_type)
{
self->NPC_type = "Species8472";
}
// Now register the weapon
RegisterItem( FindItemForWeapon( WP_MELEE ) );
SP_NPC_spawner (self);
G_SoundIndex ("sound/enemies/species8472/hit5.wav");
if ( !self->health )
{
self->health = 50;
}
}
/*QUAKED NPC_Headbot(1 0 0) (-4 -4 -24) (4 4 8) x START_PLUGGED_IN x x DROPTOFLOOR SILENTSPAWN NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
SILENTSPAWN - Will not make a spawn noise or effect
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
Headbot NPC
targetname - name this NPC goes by for targetting
target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?)
If targeted, will only spawn a NPC when triggered
count - how many NPCs to spawn (only if targetted) default = 1
NPC_targetname - NPC's targetname AND script_targetname
NPC_target - NPC's target to fire when killed
health - starting health (default = 100)
playerTeam - Who not to shoot! (default is TEAM_BOTS for now)
enemyTeam - Who to shoot (all but own if not set)
spawnscript - default script to run once spawned (none by default)
idlescript - default script to run when idle (none by default)
touchscript - default script to run if NPC bumps into someone (none by default)
usescript - default script to run when used (none by default)
awakescript - default script to run once awoken (none by default)
angerscript - default script to run once angered (none by default)
painscript - default script to run when hit (none by default)
fleescript - default script to run when hit and below 50% health (none by default)
deathscript - default script to run when killed (none by default)
These strings can be used to activate behaviors instead of scripts - these are checked
first and so no scripts should be names with these names:
default - 0: whatever
idle - 1: Stand around, do abolutely nothing
roam - 2: Roam around, collect stuff
walk - 3: Crouch-Walk toward their goals
run - 4: Run toward their goals
standshoot - 5: Stay in one spot and shoot- duck when neccesary
standguard - 6: Wait around for an enemy
patrol - 7: Follow a path, looking for enemies
huntkill - 8: Track down enemies and kill them
evade - 9: Run from enemies
evadeshoot - 10: Run from enemies, shoot them if they hit you
runshoot - 11: Run to your goal and shoot enemy when possible
defend - 12: Defend an entity or spot?
snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned
combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code
medic - 15: Go for lowest health buddy, hide and heal him.
takecover - 16: Find nearest cover from enemies
getammo - 17: Go get some ammo
advancefight - 18: Go somewhere and fight along the way
face - 19: turn until facing desired angles
wait - 20: do nothing
formation - 21: Maintain a formation
crouch - 22: Crouch-walk toward their goals
delay - after spawned or triggered, how many seconds to wait to spawn the NPC
*/
void SP_NPC_Headbot( gentity_t *self)
{
//FIXME: make an index into an external string table for localization
if (g_language && Q_stricmp("DEUTSCH",g_language->string)==0)
{
self->fullName = "Mechanisches Objekt";
}
else
{
self->fullName = "Mechanized Object";
}
if(!self->NPC_type)
{
self->NPC_type = "Headbot";
}
if ( !self->health )
{
self->health = 25;
}
SP_NPC_spawner( self );
}
/*QUAKED NPC_scoutbot(1 0 0) (-10 -10 -24) (10 10 16) x NO_HEAD x x DROPTOFLOOR SILENTSPAWN NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
SILENTSPAWN - Will not make a spawn noise or effect
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
Scoutbot NPC
targetname - name this NPC goes by for targetting
target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?)
If targeted, will only spawn a NPC when triggered
count - how many NPCs to spawn (only if targetted) default = 1
NPC_targetname - NPC's targetname AND script_targetname
NPC_target - NPC's target to fire when killed
health - starting health (default = 100)
playerTeam - Who not to shoot! (default is TEAM_BOTS for now)
enemyTeam - Who to shoot (all but own if not set)
spawnscript - default script to run once spawned (none by default)
idlescript - default script to run when idle (none by default)
touchscript - default script to run if NPC bumps into someone (none by default)
usescript - default script to run when used (none by default)
awakescript - default script to run once awoken (none by default)
angerscript - default script to run once angered (none by default)
painscript - default script to run when hit (none by default)
fleescript - default script to run when hit and below 50% health (none by default)
deathscript - default script to run when killed (none by default)
These strings can be used to activate behaviors instead of scripts - these are checked
first and so no scripts should be names with these names:
default - 0: whatever
idle - 1: Stand around, do abolutely nothing
roam - 2: Roam around, collect stuff
walk - 3: Crouch-Walk toward their goals
run - 4: Run toward their goals
standshoot - 5: Stay in one spot and shoot- duck when neccesary
standguard - 6: Wait around for an enemy
patrol - 7: Follow a path, looking for enemies
huntkill - 8: Track down enemies and kill them
evade - 9: Run from enemies
evadeshoot - 10: Run from enemies, shoot them if they hit you
runshoot - 11: Run to your goal and shoot enemy when possible
defend - 12: Defend an entity or spot?
snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned
combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code
medic - 15: Go for lowest health buddy, hide and heal him.
takecover - 16: Find nearest cover from enemies
getammo - 17: Go get some ammo
advancefight - 18: Go somewhere and fight along the way
face - 19: turn until facing desired angles
wait - 20: do nothing
formation - 21: Maintain a formation
crouch - 22: Crouch-walk toward their goals
delay - after spawned or triggered, how many seconds to wait to spawn the NPC
*/
void SP_NPC_scoutbot( gentity_t *self)
{
//FIXME: make an index into an external string table for localization
if (g_language && Q_stricmp("DEUTSCH",g_language->string)==0)
{
self->fullName = "Mechanisches Objekt";
}
else
{
self->fullName = "Mechanized Object";
}
if(!self->NPC_type)
{
self->NPC_type = "scoutbot";
}
if ( !self->health )
{
self->health = 100;
}
SP_NPC_spawner (self);
}
/*QUAKED NPC_HKbot(1 0 0) (-10 -10 -24) (10 10 -16) x x x x DROPTOFLOOR SILENTSPAWN NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
SILENTSPAWN - Will not make a spawn noise or effect
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
Hunter-Seeker bot NPC
targetname - name this NPC goes by for targetting
target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?)
If targeted, will only spawn a NPC when triggered
count - how many NPCs to spawn (only if targetted) default = 1
NPC_targetname - NPC's targetname AND script_targetname
NPC_target - NPC's target to fire when killed
health - starting health (default = 100)
playerTeam - Who not to shoot! (default is TEAM_BOTS for now)
enemyTeam - Who to shoot (all but own if not set)
spawnscript - default script to run once spawned (none by default)
idlescript - default script to run when idle (none by default)
touchscript - default script to run if NPC bumps into someone (none by default)
usescript - default script to run when used (none by default)
awakescript - default script to run once awoken (none by default)
angerscript - default script to run once angered (none by default)
painscript - default script to run when hit (none by default)
fleescript - default script to run when hit and below 50% health (none by default)
deathscript - default script to run when killed (none by default)
These strings can be used to activate behaviors instead of scripts - these are checked
first and so no scripts should be names with these names:
default - 0: whatever
idle - 1: Stand around, do abolutely nothing
roam - 2: Roam around, collect stuff
walk - 3: Crouch-Walk toward their goals
run - 4: Run toward their goals
standshoot - 5: Stay in one spot and shoot- duck when neccesary
standguard - 6: Wait around for an enemy
patrol - 7: Follow a path, looking for enemies
huntkill - 8: Track down enemies and kill them
evade - 9: Run from enemies
evadeshoot - 10: Run from enemies, shoot them if they hit you
runshoot - 11: Run to your goal and shoot enemy when possible
defend - 12: Defend an entity or spot?
snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned
combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code
medic - 15: Go for lowest health buddy, hide and heal him.
takecover - 16: Find nearest cover from enemies
getammo - 17: Go get some ammo
advancefight - 18: Go somewhere and fight along the way
face - 19: turn until facing desired angles
wait - 20: do nothing
formation - 21: Maintain a formation
crouch - 22: Crouch-walk toward their goals
delay - after spawned or triggered, how many seconds to wait to spawn the NPC
*/
void SP_NPC_HKbot( gentity_t *self)
{
//FIXME: make an index into an external string table for localization
if (g_language && Q_stricmp("DEUTSCH",g_language->string)==0)
{
self->fullName = "Mechanisches Objekt";
}
else
{
self->fullName = "Mechanized Object";
}
if(!self->NPC_type)
{
self->NPC_type = "HKbot";
}
SP_NPC_spawner (self);
}
/*QUAKED NPC_warriorbot(1 0 0) (-20 -20 -24) (20 20 56) BOSS NO_HEAD x x DROPTOFLOOR SILENTSPAWN NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
SILENTSPAWN - Will not make a spawn noise or effect
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
Warbot NPC
targetname - name this NPC goes by for targetting
target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?)
If targeted, will only spawn a NPC when triggered
count - how many NPCs to spawn (only if targetted) default = 1
NPC_targetname - NPC's targetname AND script_targetname
NPC_target - NPC's target to fire when killed
health - starting health (default = 100)
playerTeam - Who not to shoot! (default is TEAM_BOTS for now)
enemyTeam - Who to shoot (all but own if not set)
spawnscript - default script to run once spawned (none by default)
idlescript - default script to run when idle (none by default)
touchscript - default script to run if NPC bumps into someone (none by default)
usescript - default script to run when used (none by default)
awakescript - default script to run once awoken (none by default)
angerscript - default script to run once angered (none by default)
painscript - default script to run when hit (none by default)
fleescript - default script to run when hit and below 50% health (none by default)
deathscript - default script to run when killed (none by default)
These strings can be used to activate behaviors instead of scripts - these are checked
first and so no scripts should be names with these names:
default - 0: whatever
idle - 1: Stand around, do abolutely nothing
roam - 2: Roam around, collect stuff
walk - 3: Crouch-Walk toward their goals
run - 4: Run toward their goals
standshoot - 5: Stay in one spot and shoot- duck when neccesary
standguard - 6: Wait around for an enemy
patrol - 7: Follow a path, looking for enemies
huntkill - 8: Track down enemies and kill them
evade - 9: Run from enemies
evadeshoot - 10: Run from enemies, shoot them if they hit you
runshoot - 11: Run to your goal and shoot enemy when possible
defend - 12: Defend an entity or spot?
snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned
combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code
medic - 15: Go for lowest health buddy, hide and heal him.
takecover - 16: Find nearest cover from enemies
getammo - 17: Go get some ammo
advancefight - 18: Go somewhere and fight along the way
face - 19: turn until facing desired angles
wait - 20: do nothing
formation - 21: Maintain a formation
crouch - 22: Crouch-walk toward their goals
delay - after spawned or triggered, how many seconds to wait to spawn the NPC
*/
void SP_NPC_warriorbot( gentity_t *self)
{
//FIXME: make an index into an external string table for localization
if (g_language && Q_stricmp("DEUTSCH",g_language->string)==0)
{
self->fullName = "Mechanisches Objekt";
}
else
{
self->fullName = "Mechanized Object";
}
if ( self->spawnflags & 1 )
{
if( !self->NPC_type )
{
self->NPC_type = "warriorbot_boss";
}
if ( self->health == 0 )
{
self->health = 1500;
}
}
else
{
if(!self->NPC_type)
{
self->NPC_type = "warriorbot";
}
if ( self->health == 0 )
{
self->health = 300;
}
}
SP_NPC_spawner (self);
G_SoundIndex ("sound/enemies/warbot/stabhit.wav");
}
/*QUAKED NPC_Harvester(1 0 0) (-24 -24 -12) (24 24 36) x x x x DROPTOFLOOR SILENTSPAWN NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
SILENTSPAWN - Will not make a spawn noise or effect
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
Harvester NPC
NPC_type "harvesterboss" - bigger, tougher, slower, meaner Harvesters
targetname - name this NPC goes by for targetting
target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?)
If targeted, will only spawn a NPC when triggered
count - how many NPCs to spawn (only if targetted) default = 1
NPC_targetname - NPC's targetname AND script_targetname
NPC_target - NPC's target to fire when killed
health - starting health (default = 50)
playerTeam - Who not to shoot! (default is TEAM_BOTS for now)
enemyTeam - Who to shoot (all but own if not set)
spawnscript - default script to run once spawned (none by default)
idlescript - default script to run when idle (none by default)
touchscript - default script to run if NPC bumps into someone (none by default)
usescript - default script to run when used (none by default)
awakescript - default script to run once awoken (none by default)
angerscript - default script to run once angered (none by default)
painscript - default script to run when hit (none by default)
fleescript - default script to run when hit and below 50% health (none by default)
deathscript - default script to run when killed (none by default)
These strings can be used to activate behaviors instead of scripts - these are checked
first and so no scripts should be names with these names:
default - 0: whatever
idle - 1: Stand around, do abolutely nothing
roam - 2: Roam around, collect stuff
walk - 3: Crouch-Walk toward their goals
run - 4: Run toward their goals
standshoot - 5: Stay in one spot and shoot- duck when neccesary
standguard - 6: Wait around for an enemy
patrol - 7: Follow a path, looking for enemies
huntkill - 8: Track down enemies and kill them
evade - 9: Run from enemies
evadeshoot - 10: Run from enemies, shoot them if they hit you
runshoot - 11: Run to your goal and shoot enemy when possible
defend - 12: Defend an entity or spot?
snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned
combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code
medic - 15: Go for lowest health buddy, hide and heal him.
takecover - 16: Find nearest cover from enemies
getammo - 17: Go get some ammo
advancefight - 18: Go somewhere and fight along the way
face - 19: turn until facing desired angles
wait - 20: do nothing
formation - 21: Maintain a formation
crouch - 22: Crouch-walk toward their goals
delay - after spawned or triggered, how many seconds to wait to spawn the NPC
*/
void SP_NPC_Harvester( gentity_t *self)
{
//FIXME: make an index into an external string table for localization
if (g_language && Q_stricmp("DEUTSCH",g_language->string)==0)
{
self->fullName = "Fremdartige Lebensform";
}
else
{
self->fullName = "Alien Lifeform";
}
if ( !self->NPC_type )
{
self->NPC_type = "Harvester";
}
G_SpawnInt( "health", "60", &self->health );
RegisterItem( FindItemForWeapon( WP_MELEE ) );
SP_NPC_spawner( self );
G_SoundIndex ("sound/enemies/harvester/stab3.wav");
}
/*QUAKED NPC_Reaver(1 0 0) (-12 -12 -24) (12 12 32) x x x x DROPTOFLOOR SILENTSPAWN NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
SILENTSPAWN - Will not make a spawn noise or effect
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
Reaver NPC
targetname - name this NPC goes by for targetting
target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?)
If targeted, will only spawn a NPC when triggered
count - how many NPCs to spawn (only if targetted) default = 1
NPC_targetname - NPC's targetname AND script_targetname
NPC_target - NPC's target to fire when killed
health - starting health (default = 100)
playerTeam - Who not to shoot! (default is TEAM_BOTS for now)
enemyTeam - Who to shoot (all but own if not set)
spawnscript - default script to run once spawned (none by default)
idlescript - default script to run when idle (none by default)
touchscript - default script to run if NPC bumps into someone (none by default)
usescript - default script to run when used (none by default)
awakescript - default script to run once awoken (none by default)
angerscript - default script to run once angered (none by default)
painscript - default script to run when hit (none by default)
fleescript - default script to run when hit and below 50% health (none by default)
deathscript - default script to run when killed (none by default)
These strings can be used to activate behaviors instead of scripts - these are checked
first and so no scripts should be names with these names:
default - 0: whatever
idle - 1: Stand around, do abolutely nothing
roam - 2: Roam around, collect stuff
walk - 3: Crouch-Walk toward their goals
run - 4: Run toward their goals
standshoot - 5: Stay in one spot and shoot- duck when neccesary
standguard - 6: Wait around for an enemy
patrol - 7: Follow a path, looking for enemies
huntkill - 8: Track down enemies and kill them
evade - 9: Run from enemies
evadeshoot - 10: Run from enemies, shoot them if they hit you
runshoot - 11: Run to your goal and shoot enemy when possible
defend - 12: Defend an entity or spot?
snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned
combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code
medic - 15: Go for lowest health buddy, hide and heal him.
takecover - 16: Find nearest cover from enemies
getammo - 17: Go get some ammo
advancefight - 18: Go somewhere and fight along the way
face - 19: turn until facing desired angles
wait - 20: do nothing
formation - 21: Maintain a formation
crouch - 22: Crouch-walk toward their goals
delay - after spawned or triggered, how many seconds to wait to spawn the NPC
*/
void SP_NPC_Reaver( gentity_t *self)
{
//FIXME: make an index into an external string table for localization
if (g_language && Q_stricmp("DEUTSCH",g_language->string)==0)
{
self->fullName = "Fremdartige Lebensform";
}
else
{
self->fullName = "Alien Lifeform";
}
if(!self->NPC_type)
{
self->NPC_type = "reaver";
}
SP_NPC_spawner (self);
}
/*QUAKED NPC_ReaverGuard(1 0 0) (-12 -12 -24) (12 12 32) x x x x DROPTOFLOOR SILENTSPAWN NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
SILENTSPAWN - Will not make a spawn noise or effect
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
Reaver Guard NPC
targetname - name this NPC goes by for targetting
target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?)
If targeted, will only spawn a NPC when triggered
count - how many NPCs to spawn (only if targetted) default = 1
NPC_targetname - NPC's targetname AND script_targetname
NPC_target - NPC's target to fire when killed
health - starting health (default = 100)
playerTeam - Who not to shoot! (default is TEAM_BOTS for now)
enemyTeam - Who to shoot (all but own if not set)
spawnscript - default script to run once spawned (none by default)
idlescript - default script to run when idle (none by default)
touchscript - default script to run if NPC bumps into someone (none by default)
usescript - default script to run when used (none by default)
awakescript - default script to run once awoken (none by default)
angerscript - default script to run once angered (none by default)
painscript - default script to run when hit (none by default)
fleescript - default script to run when hit and below 50% health (none by default)
deathscript - default script to run when killed (none by default)
These strings can be used to activate behaviors instead of scripts - these are checked
first and so no scripts should be names with these names:
default - 0: whatever
idle - 1: Stand around, do abolutely nothing
roam - 2: Roam around, collect stuff
walk - 3: Crouch-Walk toward their goals
run - 4: Run toward their goals
standshoot - 5: Stay in one spot and shoot- duck when neccesary
standguard - 6: Wait around for an enemy
patrol - 7: Follow a path, looking for enemies
huntkill - 8: Track down enemies and kill them
evade - 9: Run from enemies
evadeshoot - 10: Run from enemies, shoot them if they hit you
runshoot - 11: Run to your goal and shoot enemy when possible
defend - 12: Defend an entity or spot?
snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned
combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code
medic - 15: Go for lowest health buddy, hide and heal him.
takecover - 16: Find nearest cover from enemies
getammo - 17: Go get some ammo
advancefight - 18: Go somewhere and fight along the way
face - 19: turn until facing desired angles
wait - 20: do nothing
formation - 21: Maintain a formation
crouch - 22: Crouch-walk toward their goals
delay - after spawned or triggered, how many seconds to wait to spawn the NPC
*/
void SP_NPC_ReaverGuard( gentity_t *self)
{
//FIXME: make an index into an external string table for localization
if (g_language && Q_stricmp("DEUTSCH",g_language->string)==0)
{
self->fullName = "Fremdartige Lebensform";
}
else
{
self->fullName = "Alien Lifeform";
}
if(!self->NPC_type)
{
self->NPC_type = "reaverGuard";
}
SP_NPC_spawner (self);
}
/*QUAKED NPC_Avatar(1 0 0) (-12 -12 -24) (12 12 32) x x x x DROPTOFLOOR SILENTSPAWN NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
SILENTSPAWN - Will not make a spawn noise or effect
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
Avatar NPC
targetname - name this NPC goes by for targetting
target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?)
If targeted, will only spawn a NPC when triggered
count - how many NPCs to spawn (only if targetted) default = 1
NPC_targetname - NPC's targetname AND script_targetname
NPC_target - NPC's target to fire when killed
health - starting health (default = 100)
playerTeam - Who not to shoot! (default is TEAM_BOTS for now)
enemyTeam - Who to shoot (all but own if not set)
spawnscript - default script to run once spawned (none by default)
idlescript - default script to run when idle (none by default)
touchscript - default script to run if NPC bumps into someone (none by default)
usescript - default script to run when used (none by default)
awakescript - default script to run once awoken (none by default)
angerscript - default script to run once angered (none by default)
painscript - default script to run when hit (none by default)
fleescript - default script to run when hit and below 50% health (none by default)
deathscript - default script to run when killed (none by default)
These strings can be used to activate behaviors instead of scripts - these are checked
first and so no scripts should be names with these names:
default - 0: whatever
idle - 1: Stand around, do abolutely nothing
roam - 2: Roam around, collect stuff
walk - 3: Crouch-Walk toward their goals
run - 4: Run toward their goals
standshoot - 5: Stay in one spot and shoot- duck when neccesary
standguard - 6: Wait around for an enemy
patrol - 7: Follow a path, looking for enemies
huntkill - 8: Track down enemies and kill them
evade - 9: Run from enemies
evadeshoot - 10: Run from enemies, shoot them if they hit you
runshoot - 11: Run to your goal and shoot enemy when possible
defend - 12: Defend an entity or spot?
snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned
combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code
medic - 15: Go for lowest health buddy, hide and heal him.
takecover - 16: Find nearest cover from enemies
getammo - 17: Go get some ammo
advancefight - 18: Go somewhere and fight along the way
face - 19: turn until facing desired angles
wait - 20: do nothing
formation - 21: Maintain a formation
crouch - 22: Crouch-walk toward their goals
delay - after spawned or triggered, how many seconds to wait to spawn the NPC
*/
void SP_NPC_Avatar( gentity_t *self)
{
//FIXME: make an index into an external string table for localization
if (g_language && Q_stricmp("DEUTSCH",g_language->string)==0)
{
self->fullName = "Fremdartige Lebensform";
}
else
{
self->fullName = "Alien Lifeform";
}
if(!self->NPC_type)
{
self->NPC_type = "avatar";
}
SP_NPC_spawner (self);
}
/*QUAKED NPC_Vohrsoth(1 0 0) (-180 -70 -28) (20 70 150) x x x x DROPTOFLOOR SILENTSPAWN NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
SILENTSPAWN - Will not make a spawn noise or effect
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
Vohrsoth NPC
NPC_type - "vohrsothWall" - the Vohrsoth plugged in
targetname - name this NPC goes by for targetting
target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?)
If targeted, will only spawn a NPC when triggered
count - how many NPCs to spawn (only if targetted) default = 1
NPC_targetname - NPC's targetname AND script_targetname
NPC_target - NPC's target to fire when killed
health - starting health (default = 100)
playerTeam - Who not to shoot! (default is TEAM_BOTS for now)
enemyTeam - Who to shoot (all but own if not set)
spawnscript - default script to run once spawned (none by default)
idlescript - default script to run when idle (none by default)
touchscript - default script to run if NPC bumps into someone (none by default)
usescript - default script to run when used (none by default)
awakescript - default script to run once awoken (none by default)
angerscript - default script to run once angered (none by default)
painscript - default script to run when hit (none by default)
fleescript - default script to run when hit and below 50% health (none by default)
deathscript - default script to run when killed (none by default)
These strings can be used to activate behaviors instead of scripts - these are checked
first and so no scripts should be names with these names:
default - 0: whatever
idle - 1: Stand around, do abolutely nothing
roam - 2: Roam around, collect stuff
walk - 3: Crouch-Walk toward their goals
run - 4: Run toward their goals
standshoot - 5: Stay in one spot and shoot- duck when neccesary
standguard - 6: Wait around for an enemy
patrol - 7: Follow a path, looking for enemies
huntkill - 8: Track down enemies and kill them
evade - 9: Run from enemies
evadeshoot - 10: Run from enemies, shoot them if they hit you
runshoot - 11: Run to your goal and shoot enemy when possible
defend - 12: Defend an entity or spot?
snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned
combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code
medic - 15: Go for lowest health buddy, hide and heal him.
takecover - 16: Find nearest cover from enemies
getammo - 17: Go get some ammo
advancefight - 18: Go somewhere and fight along the way
face - 19: turn until facing desired angles
wait - 20: do nothing
formation - 21: Maintain a formation
crouch - 22: Crouch-walk toward their goals
delay - after spawned or triggered, how many seconds to wait to spawn the NPC
*/
void SP_NPC_Vohrsoth( gentity_t *self)
{
//FIXME: make an index into an external string table for localization
if (g_language && Q_stricmp("DEUTSCH",g_language->string)==0)
{
self->fullName = "Fremdartige Lebensform";
}
else
{
self->fullName = "Alien Lifeform";
}
if(!self->NPC_type)
{
self->NPC_type = "vohrsoth";
}
self->health = 10000;
SP_NPC_spawner( self );
// Now register the weapon
RegisterItem( FindItemForWeapon( WP_FORGE_PROJ ) );
RegisterItem( FindItemForWeapon( WP_BOT_ROCKET ) );
for ( int i = 1; i < 5; i++ )
G_SoundIndex( va( "sound/weapons/explosions/explode%d.wav", i ) );
G_SoundIndex( "sound/weapons/explosions/fireball.wav" );
G_SoundIndex( "sound/weapons/hunter_seeker/fire.wav" );
G_SoundIndex( "sound/enemies/vorhsoth/beamhit.wav" );
G_SoundIndex( "sound/enemies/vorhsoth/beamfire.wav" );
}
//============ HOLODECK ENEMIES ===============
/*QUAKED NPC_Desperado (1 0 0) (-12 -12 -24) (12 12 32) x x x x DROPTOFLOOR SILENTSPAWN NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
SILENTSPAWN - Will not make a spawn noise or effect
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
Desperado
targetname - name this NPC goes by for targetting
target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?)
If targeted, will only spawn a NPC when triggered
count - how many NPCs to spawn (only if targetted) default = 1
NPC_targetname - NPC's targetname AND script_targetname
NPC_target - NPC's target to fire when killed
health - starting health (default = 100)
playerTeam - Who not to shoot! (default is TEAM_BORG for now)
TEAM_FREE (none) = 0
TEAM_RED = 1
TEAM_BLUE = 2
TEAM_GOLD = 3
TEAM_GREEN = 4
TEAM_STARFLEET = 5
TEAM_BORG = 6
TEAM_SCAVENGERS = 7
TEAM_STASIS = 8
TEAM_NPCS = 9
TEAM_HARVESTER, = 10
TEAM_FORGE = 11
enemyTeam - Who to shoot (all but own if not set)
spawnscript - default script to run once spawned (none by default)
idlescript - default script to run when idle (none by default)
touchscript - default script to run if NPC bumps into someone (none by default)
usescript - default script to run when used (none by default)
awakescript - default script to run once awoken (none by default)
angerscript - default script to run once angered (none by default)
painscript - default script to run when hit (none by default)
fleescript - default script to run when hit and below 50% health (none by default)
deathscript - default script to run when killed (none by default)
These strings can be used to activate behaviors instead of scripts - these are checked
first and so no scripts should be names with these names:
default - 0: whatever
idle - 1: Stand around, do abolutely nothing
roam - 2: Roam around, collect stuff
walk - 3: Crouch-Walk toward their goals
run - 4: Run toward their goals
standshoot - 5: Stay in one spot and shoot- duck when neccesary
standguard - 6: Wait around for an enemy
patrol - 7: Follow a path, looking for enemies
huntkill - 8: Track down enemies and kill them
evade - 9: Run from enemies
evadeshoot - 10: Run from enemies, shoot them if they hit you
runshoot - 11: Run to your goal and shoot enemy when possible
defend - 12: Defend an entity or spot?
snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned
combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code
medic - 15: Go for lowest health buddy, hide and heal him.
takecover - 16: Find nearest cover from enemies
getammo - 17: Go get some ammo
advancefight - 18: Go somewhere and fight along the way
face - 19: turn until facing desired angles
wait - 20: do nothing
formation - 21: Maintain a formation
crouch - 22: Crouch-walk toward their goals
delay - after spawned or triggered, how many seconds to wait to spawn the NPC
*/
void SP_NPC_Desperado( gentity_t *self)
{
if(!self->NPC_type)
{
self->NPC_type = "desperado";
}
SP_NPC_spawner (self);
}
/*QUAKED NPC_Paladin (1 0 0) (-12 -12 -24) (12 12 32) x x x x DROPTOFLOOR SILENTSPAWN NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
SILENTSPAWN - Will not make a spawn noise or effect
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
Paladin
targetname - name this NPC goes by for targetting
target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?)
If targeted, will only spawn a NPC when triggered
count - how many NPCs to spawn (only if targetted) default = 1
NPC_targetname - NPC's targetname AND script_targetname
NPC_target - NPC's target to fire when killed
health - starting health (default = 100)
playerTeam - Who not to shoot! (default is TEAM_BORG for now)
TEAM_FREE (none) = 0
TEAM_RED = 1
TEAM_BLUE = 2
TEAM_GOLD = 3
TEAM_GREEN = 4
TEAM_STARFLEET = 5
TEAM_BORG = 6
TEAM_SCAVENGERS = 7
TEAM_STASIS = 8
TEAM_NPCS = 9
TEAM_HARVESTER, = 10
TEAM_FORGE = 11
enemyTeam - Who to shoot (all but own if not set)
spawnscript - default script to run once spawned (none by default)
idlescript - default script to run when idle (none by default)
touchscript - default script to run if NPC bumps into someone (none by default)
usescript - default script to run when used (none by default)
awakescript - default script to run once awoken (none by default)
angerscript - default script to run once angered (none by default)
painscript - default script to run when hit (none by default)
fleescript - default script to run when hit and below 50% health (none by default)
deathscript - default script to run when killed (none by default)
These strings can be used to activate behaviors instead of scripts - these are checked
first and so no scripts should be names with these names:
default - 0: whatever
idle - 1: Stand around, do abolutely nothing
roam - 2: Roam around, collect stuff
walk - 3: Crouch-Walk toward their goals
run - 4: Run toward their goals
standshoot - 5: Stay in one spot and shoot- duck when neccesary
standguard - 6: Wait around for an enemy
patrol - 7: Follow a path, looking for enemies
huntkill - 8: Track down enemies and kill them
evade - 9: Run from enemies
evadeshoot - 10: Run from enemies, shoot them if they hit you
runshoot - 11: Run to your goal and shoot enemy when possible
defend - 12: Defend an entity or spot?
snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned
combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code
medic - 15: Go for lowest health buddy, hide and heal him.
takecover - 16: Find nearest cover from enemies
getammo - 17: Go get some ammo
advancefight - 18: Go somewhere and fight along the way
face - 19: turn until facing desired angles
wait - 20: do nothing
formation - 21: Maintain a formation
crouch - 22: Crouch-walk toward their goals
delay - after spawned or triggered, how many seconds to wait to spawn the NPC
*/
void SP_NPC_Paladin( gentity_t *self)
{
if(!self->NPC_type)
{
self->NPC_type = "paladin";
}
SP_NPC_spawner (self);
}
/*QUAKED NPC_BioHulk(1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR SILENTSPAWN NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
SILENTSPAWN - Will not make a spawn noise or effect
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
BioHulk NPC
targetname - name this NPC goes by for targetting
target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?)
If targeted, will only spawn a NPC when triggered
count - how many NPCs to spawn (only if targetted) default = 1
NPC_targetname - NPC's targetname AND script_targetname
NPC_target - NPC's target to fire when killed
health - starting health (default = 100)
playerTeam - Who not to shoot! (default is TEAM_BORG for now)
TEAM_FREE (none) = 0
TEAM_RED = 1
TEAM_BLUE = 2
TEAM_GOLD = 3
TEAM_GREEN = 4
TEAM_STARFLEET = 5
TEAM_BORG = 6
TEAM_SCAVENGERS = 7
TEAM_STASIS = 8
TEAM_NPCS = 9
TEAM_HARVESTER, = 10
TEAM_FORGE = 11
enemyTeam - Who to shoot (all but own if not set)
spawnscript - default script to run once spawned (none by default)
idlescript - default script to run when idle (none by default)
touchscript - default script to run if NPC bumps into someone (none by default)
usescript - default script to run when used (none by default)
awakescript - default script to run once awoken (none by default)
angerscript - default script to run once angered (none by default)
painscript - default script to run when hit (none by default)
fleescript - default script to run when hit and below 50% health (none by default)
deathscript - default script to run when killed (none by default)
These strings can be used to activate behaviors instead of scripts - these are checked
first and so no scripts should be names with these names:
default - 0: whatever
idle - 1: Stand around, do abolutely nothing
roam - 2: Roam around, collect stuff
walk - 3: Crouch-Walk toward their goals
run - 4: Run toward their goals
standshoot - 5: Stay in one spot and shoot- duck when neccesary
standguard - 6: Wait around for an enemy
patrol - 7: Follow a path, looking for enemies
huntkill - 8: Track down enemies and kill them
evade - 9: Run from enemies
evadeshoot - 10: Run from enemies, shoot them if they hit you
runshoot - 11: Run to your goal and shoot enemy when possible
defend - 12: Defend an entity or spot?
snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned
combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code
medic - 15: Go for lowest health buddy, hide and heal him.
takecover - 16: Find nearest cover from enemies
getammo - 17: Go get some ammo
advancefight - 18: Go somewhere and fight along the way
face - 19: turn until facing desired angles
wait - 20: do nothing
formation - 21: Maintain a formation
crouch - 22: Crouch-walk toward their goals
delay - after spawned or triggered, how many seconds to wait to spawn the NPC
*/
void SP_NPC_BioHulk( gentity_t *self)
{
self->NPC_type = "biohulk";
SP_NPC_spawner( self );
}
/*QUAKED NPC_ChaoticaGuard(1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR SILENTSPAWN NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
SILENTSPAWN - Will not make a spawn noise or effect
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
Chaotica's Guard NPC
targetname - name this NPC goes by for targetting
target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?)
If targeted, will only spawn a NPC when triggered
count - how many NPCs to spawn (only if targetted) default = 1
NPC_targetname - NPC's targetname AND script_targetname
NPC_target - NPC's target to fire when killed
health - starting health (default = 100)
playerTeam - Who not to shoot! (default is TEAM_BORG for now)
TEAM_FREE (none) = 0
TEAM_RED = 1
TEAM_BLUE = 2
TEAM_GOLD = 3
TEAM_GREEN = 4
TEAM_STARFLEET = 5
TEAM_BORG = 6
TEAM_SCAVENGERS = 7
TEAM_STASIS = 8
TEAM_NPCS = 9
TEAM_HARVESTER, = 10
TEAM_FORGE = 11
enemyTeam - Who to shoot (all but own if not set)
spawnscript - default script to run once spawned (none by default)
idlescript - default script to run when idle (none by default)
touchscript - default script to run if NPC bumps into someone (none by default)
usescript - default script to run when used (none by default)
awakescript - default script to run once awoken (none by default)
angerscript - default script to run once angered (none by default)
painscript - default script to run when hit (none by default)
fleescript - default script to run when hit and below 50% health (none by default)
deathscript - default script to run when killed (none by default)
These strings can be used to activate behaviors instead of scripts - these are checked
first and so no scripts should be names with these names:
default - 0: whatever
idle - 1: Stand around, do abolutely nothing
roam - 2: Roam around, collect stuff
walk - 3: Crouch-Walk toward their goals
run - 4: Run toward their goals
standshoot - 5: Stay in one spot and shoot- duck when neccesary
standguard - 6: Wait around for an enemy
patrol - 7: Follow a path, looking for enemies
huntkill - 8: Track down enemies and kill them
evade - 9: Run from enemies
evadeshoot - 10: Run from enemies, shoot them if they hit you
runshoot - 11: Run to your goal and shoot enemy when possible
defend - 12: Defend an entity or spot?
snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned
combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code
medic - 15: Go for lowest health buddy, hide and heal him.
takecover - 16: Find nearest cover from enemies
getammo - 17: Go get some ammo
advancefight - 18: Go somewhere and fight along the way
face - 19: turn until facing desired angles
wait - 20: do nothing
formation - 21: Maintain a formation
crouch - 22: Crouch-walk toward their goals
delay - after spawned or triggered, how many seconds to wait to spawn the NPC
*/
void SP_NPC_ChaoticaGuard( gentity_t *self)
{
self->NPC_type = "chaoticaguard";
if(self->health <= 0)
{
self->health = 40;
}
SP_NPC_spawner( self );
}
/*QUAKED NPC_Chaotica(1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR SILENTSPAWN NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
SILENTSPAWN - Will not make a spawn noise or effect
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
Doctor Chaotica NPC
targetname - name this NPC goes by for targetting
target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?)
If targeted, will only spawn a NPC when triggered
count - how many NPCs to spawn (only if targetted) default = 1
NPC_targetname - NPC's targetname AND script_targetname
NPC_target - NPC's target to fire when killed
health - starting health (default = 100)
playerTeam - Who not to shoot! (default is TEAM_BORG for now)
TEAM_FREE (none) = 0
TEAM_RED = 1
TEAM_BLUE = 2
TEAM_GOLD = 3
TEAM_GREEN = 4
TEAM_STARFLEET = 5
TEAM_BORG = 6
TEAM_SCAVENGERS = 7
TEAM_STASIS = 8
TEAM_NPCS = 9
TEAM_HARVESTER, = 10
TEAM_FORGE = 11
enemyTeam - Who to shoot (all but own if not set)
spawnscript - default script to run once spawned (none by default)
idlescript - default script to run when idle (none by default)
touchscript - default script to run if NPC bumps into someone (none by default)
usescript - default script to run when used (none by default)
awakescript - default script to run once awoken (none by default)
angerscript - default script to run once angered (none by default)
painscript - default script to run when hit (none by default)
fleescript - default script to run when hit and below 50% health (none by default)
deathscript - default script to run when killed (none by default)
These strings can be used to activate behaviors instead of scripts - these are checked
first and so no scripts should be names with these names:
default - 0: whatever
idle - 1: Stand around, do abolutely nothing
roam - 2: Roam around, collect stuff
walk - 3: Crouch-Walk toward their goals
run - 4: Run toward their goals
standshoot - 5: Stay in one spot and shoot- duck when neccesary
standguard - 6: Wait around for an enemy
patrol - 7: Follow a path, looking for enemies
huntkill - 8: Track down enemies and kill them
evade - 9: Run from enemies
evadeshoot - 10: Run from enemies, shoot them if they hit you
runshoot - 11: Run to your goal and shoot enemy when possible
defend - 12: Defend an entity or spot?
snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned
combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code
medic - 15: Go for lowest health buddy, hide and heal him.
takecover - 16: Find nearest cover from enemies
getammo - 17: Go get some ammo
advancefight - 18: Go somewhere and fight along the way
face - 19: turn until facing desired angles
wait - 20: do nothing
formation - 21: Maintain a formation
crouch - 22: Crouch-walk toward their goals
delay - after spawned or triggered, how many seconds to wait to spawn the NPC
*/
void SP_NPC_Chaotica( gentity_t *self)
{
self->NPC_type = "chaotica";
SP_NPC_spawner( self );
}
/*QUAKED NPC_CaptainProton (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR SILENTSPAWN NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
SILENTSPAWN - Will not make a spawn noise or effect
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
Captain Proton NPC
targetname - name this NPC goes by for targetting
target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?)
If targeted, will only spawn a NPC when triggered
count - how many NPCs to spawn (only if targetted) default = 1
NPC_targetname - NPC's targetname AND script_targetname
NPC_target - NPC's target to fire when killed
health - starting health (default = 100)
playerTeam - Who not to shoot! (default is TEAM_BORG for now)
TEAM_FREE (none) = 0
TEAM_RED = 1
TEAM_BLUE = 2
TEAM_GOLD = 3
TEAM_GREEN = 4
TEAM_STARFLEET = 5
TEAM_BORG = 6
TEAM_SCAVENGERS = 7
TEAM_STASIS = 8
TEAM_NPCS = 9
TEAM_HARVESTER, = 10
TEAM_FORGE = 11
enemyTeam - Who to shoot (all but own if not set)
spawnscript - default script to run once spawned (none by default)
idlescript - default script to run when idle (none by default)
touchscript - default script to run if NPC bumps into someone (none by default)
usescript - default script to run when used (none by default)
awakescript - default script to run once awoken (none by default)
angerscript - default script to run once angered (none by default)
painscript - default script to run when hit (none by default)
fleescript - default script to run when hit and below 50% health (none by default)
deathscript - default script to run when killed (none by default)
These strings can be used to activate behaviors instead of scripts - these are checked
first and so no scripts should be names with these names:
default - 0: whatever
idle - 1: Stand around, do abolutely nothing
roam - 2: Roam around, collect stuff
walk - 3: Crouch-Walk toward their goals
run - 4: Run toward their goals
standshoot - 5: Stay in one spot and shoot- duck when neccesary
standguard - 6: Wait around for an enemy
patrol - 7: Follow a path, looking for enemies
huntkill - 8: Track down enemies and kill them
evade - 9: Run from enemies
evadeshoot - 10: Run from enemies, shoot them if they hit you
runshoot - 11: Run to your goal and shoot enemy when possible
defend - 12: Defend an entity or spot?
snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned
combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code
medic - 15: Go for lowest health buddy, hide and heal him.
takecover - 16: Find nearest cover from enemies
getammo - 17: Go get some ammo
advancefight - 18: Go somewhere and fight along the way
face - 19: turn until facing desired angles
wait - 20: do nothing
formation - 21: Maintain a formation
crouch - 22: Crouch-walk toward their goals
delay - after spawned or triggered, how many seconds to wait to spawn the NPC
*/
void SP_NPC_CaptainProton( gentity_t *self)
{
self->NPC_type = "proton";
SP_NPC_spawner( self );
}
/*QUAKED NPC_SatansRobot(1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR SILENTSPAWN NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
SILENTSPAWN - Will not make a spawn noise or effect
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
Satan's Robot NPC
targetname - name this NPC goes by for targetting
target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?)
If targeted, will only spawn a NPC when triggered
count - how many NPCs to spawn (only if targetted) default = 1
NPC_targetname - NPC's targetname AND script_targetname
NPC_target - NPC's target to fire when killed
health - starting health (default = 100)
playerTeam - Who not to shoot! (default is TEAM_BORG for now)
TEAM_FREE (none) = 0
TEAM_RED = 1
TEAM_BLUE = 2
TEAM_GOLD = 3
TEAM_GREEN = 4
TEAM_STARFLEET = 5
TEAM_BORG = 6
TEAM_SCAVENGERS = 7
TEAM_STASIS = 8
TEAM_NPCS = 9
TEAM_HARVESTER, = 10
TEAM_FORGE = 11
enemyTeam - Who to shoot (all but own if not set)
spawnscript - default script to run once spawned (none by default)
idlescript - default script to run when idle (none by default)
touchscript - default script to run if NPC bumps into someone (none by default)
usescript - default script to run when used (none by default)
awakescript - default script to run once awoken (none by default)
angerscript - default script to run once angered (none by default)
painscript - default script to run when hit (none by default)
fleescript - default script to run when hit and below 50% health (none by default)
deathscript - default script to run when killed (none by default)
These strings can be used to activate behaviors instead of scripts - these are checked
first and so no scripts should be names with these names:
default - 0: whatever
idle - 1: Stand around, do abolutely nothing
roam - 2: Roam around, collect stuff
walk - 3: Crouch-Walk toward their goals
run - 4: Run toward their goals
standshoot - 5: Stay in one spot and shoot- duck when neccesary
standguard - 6: Wait around for an enemy
patrol - 7: Follow a path, looking for enemies
huntkill - 8: Track down enemies and kill them
evade - 9: Run from enemies
evadeshoot - 10: Run from enemies, shoot them if they hit you
runshoot - 11: Run to your goal and shoot enemy when possible
defend - 12: Defend an entity or spot?
snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned
combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code
medic - 15: Go for lowest health buddy, hide and heal him.
takecover - 16: Find nearest cover from enemies
getammo - 17: Go get some ammo
advancefight - 18: Go somewhere and fight along the way
face - 19: turn until facing desired angles
wait - 20: do nothing
formation - 21: Maintain a formation
crouch - 22: Crouch-walk toward their goals
delay - after spawned or triggered, how many seconds to wait to spawn the NPC
*/
void SP_NPC_SatansRobot( gentity_t *self)
{
self->NPC_type = "satan";
if ( self->health <= 0 )
{
self->health = 250;
}
SP_NPC_spawner( self );
}
/*QUAKED NPC_Buster(1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR SILENTSPAWN NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
SILENTSPAWN - Will not make a spawn noise or effect
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
Buster Kincaide NPC
targetname - name this NPC goes by for targetting
target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?)
If targeted, will only spawn a NPC when triggered
count - how many NPCs to spawn (only if targetted) default = 1
NPC_targetname - NPC's targetname AND script_targetname
NPC_target - NPC's target to fire when killed
health - starting health (default = 100)
playerTeam - Who not to shoot! (default is TEAM_BORG for now)
TEAM_FREE (none) = 0
TEAM_RED = 1
TEAM_BLUE = 2
TEAM_GOLD = 3
TEAM_GREEN = 4
TEAM_STARFLEET = 5
TEAM_BORG = 6
TEAM_SCAVENGERS = 7
TEAM_STASIS = 8
TEAM_NPCS = 9
TEAM_HARVESTER, = 10
TEAM_FORGE = 11
enemyTeam - Who to shoot (all but own if not set)
spawnscript - default script to run once spawned (none by default)
idlescript - default script to run when idle (none by default)
touchscript - default script to run if NPC bumps into someone (none by default)
usescript - default script to run when used (none by default)
awakescript - default script to run once awoken (none by default)
angerscript - default script to run once angered (none by default)
painscript - default script to run when hit (none by default)
fleescript - default script to run when hit and below 50% health (none by default)
deathscript - default script to run when killed (none by default)
These strings can be used to activate behaviors instead of scripts - these are checked
first and so no scripts should be names with these names:
default - 0: whatever
idle - 1: Stand around, do abolutely nothing
roam - 2: Roam around, collect stuff
walk - 3: Crouch-Walk toward their goals
run - 4: Run toward their goals
standshoot - 5: Stay in one spot and shoot- duck when neccesary
standguard - 6: Wait around for an enemy
patrol - 7: Follow a path, looking for enemies
huntkill - 8: Track down enemies and kill them
evade - 9: Run from enemies
evadeshoot - 10: Run from enemies, shoot them if they hit you
runshoot - 11: Run to your goal and shoot enemy when possible
defend - 12: Defend an entity or spot?
snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned
combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code
medic - 15: Go for lowest health buddy, hide and heal him.
takecover - 16: Find nearest cover from enemies
getammo - 17: Go get some ammo
advancefight - 18: Go somewhere and fight along the way
face - 19: turn until facing desired angles
wait - 20: do nothing
formation - 21: Maintain a formation
crouch - 22: Crouch-walk toward their goals
delay - after spawned or triggered, how many seconds to wait to spawn the NPC
*/
void SP_NPC_Buster( gentity_t *self)
{
self->NPC_type = "buster";
SP_NPC_spawner( self );
}
/*QUAKED NPC_Goodheart(1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR SILENTSPAWN NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
SILENTSPAWN - Will not make a spawn noise or effect
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
Constance Goodheart NPC
targetname - name this NPC goes by for targetting
target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?)
If targeted, will only spawn a NPC when triggered
count - how many NPCs to spawn (only if targetted) default = 1
NPC_targetname - NPC's targetname AND script_targetname
NPC_target - NPC's target to fire when killed
health - starting health (default = 100)
playerTeam - Who not to shoot! (default is TEAM_BORG for now)
TEAM_FREE (none) = 0
TEAM_RED = 1
TEAM_BLUE = 2
TEAM_GOLD = 3
TEAM_GREEN = 4
TEAM_STARFLEET = 5
TEAM_BORG = 6
TEAM_SCAVENGERS = 7
TEAM_STASIS = 8
TEAM_NPCS = 9
TEAM_HARVESTER, = 10
TEAM_FORGE = 11
enemyTeam - Who to shoot (all but own if not set)
spawnscript - default script to run once spawned (none by default)
idlescript - default script to run when idle (none by default)
touchscript - default script to run if NPC bumps into someone (none by default)
usescript - default script to run when used (none by default)
awakescript - default script to run once awoken (none by default)
angerscript - default script to run once angered (none by default)
painscript - default script to run when hit (none by default)
fleescript - default script to run when hit and below 50% health (none by default)
deathscript - default script to run when killed (none by default)
These strings can be used to activate behaviors instead of scripts - these are checked
first and so no scripts should be names with these names:
default - 0: whatever
idle - 1: Stand around, do abolutely nothing
roam - 2: Roam around, collect stuff
walk - 3: Crouch-Walk toward their goals
run - 4: Run toward their goals
standshoot - 5: Stay in one spot and shoot- duck when neccesary
standguard - 6: Wait around for an enemy
patrol - 7: Follow a path, looking for enemies
huntkill - 8: Track down enemies and kill them
evade - 9: Run from enemies
evadeshoot - 10: Run from enemies, shoot them if they hit you
runshoot - 11: Run to your goal and shoot enemy when possible
defend - 12: Defend an entity or spot?
snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned
combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code
medic - 15: Go for lowest health buddy, hide and heal him.
takecover - 16: Find nearest cover from enemies
getammo - 17: Go get some ammo
advancefight - 18: Go somewhere and fight along the way
face - 19: turn until facing desired angles
wait - 20: do nothing
formation - 21: Maintain a formation
crouch - 22: Crouch-walk toward their goals
delay - after spawned or triggered, how many seconds to wait to spawn the NPC
*/
void SP_NPC_Goodheart( gentity_t *self)
{
self->NPC_type = "goodheart";
SP_NPC_spawner( self );
}
//NPC console commands
/*
NPC_Spawn_f
*/
static void NPC_Spawn_f(void)
{
gentity_t *NPCspawner = G_Spawn();
vec3_t forward, end;
trace_t trace;
if(!NPCspawner)
{
gi.Printf( S_COLOR_RED"NPC_Spawn Error: Out of entities!\n" );
return;
}
//Spawn it at spot of first player
//FIXME: will gib them!
AngleVectors(g_entities[0].client->ps.viewangles, forward, NULL, NULL);
VectorNormalize(forward);
VectorMA(g_entities[0].currentOrigin, 64, forward, end);
gi.trace(&trace, g_entities[0].currentOrigin, NULL, NULL, end, 0, MASK_SOLID);
VectorCopy(trace.endpos, end);
end[2] -= 24;
gi.trace(&trace, trace.endpos, NULL, NULL, end, 0, MASK_SOLID);
VectorCopy(trace.endpos, end);
end[2] += 24;
G_SetOrigin(NPCspawner, end);
VectorCopy(NPCspawner->currentOrigin, NPCspawner->s.origin);
gi.linkentity(NPCspawner);
NPCspawner->NPC_type = G_NewString(gi.argv( 2 ));
NPCspawner->NPC_targetname = G_NewString(gi.argv( 3 ));
NPCspawner->count = 1;
NPCspawner->delay = 0;
//NPCspawner->spawnflags |= SFB_NOTSOLID;
//NPCspawner->playerTeam = TEAM_FREE;
NPCspawner->behaviorSet[BSET_SPAWN] = "common/guard";
NPC_Spawn (NPCspawner, NPCspawner, NPCspawner);
NPCspawner->e_ThinkFunc = thinkF_G_FreeEntity;
NPCspawner->nextthink = level.time + FRAMETIME;
}
/*
NPC_Kill_f
*/
void NPC_Kill_f( void )
{
int n;
gentity_t *player;
char *name;
team_t killTeam = TEAM_FREE;
qboolean killNonSF = qfalse;
name = gi.argv( 2 );
if ( !*name || !name[0] )
{
gi.Printf( S_COLOR_RED"NPC_Kill Error: Expected:\n");
gi.Printf( S_COLOR_RED"NPC kill '[NPC targetname]' or 'all' - kills NPCs with certain targetname\n" );
gi.Printf( S_COLOR_RED"or\n" );
gi.Printf( S_COLOR_RED"NPC kill 'all' - kills all NPCs\n" );
gi.Printf( S_COLOR_RED"or\n" );
gi.Printf( S_COLOR_RED"NPC team '[teamname]' - kills all NPCs of a certain team\n" );
return;
}
if ( Q_stricmp( "team", name ) == 0 )
{
name = gi.argv( 3 );
if ( !*name || !name[0] )
{
gi.Printf( S_COLOR_RED"NPC_Kill Error: 'npc kill team' requires a team name!\n" );
gi.Printf( S_COLOR_RED"Valid team names are:\n");
for ( n = (TEAM_FREE + 1); n < TEAM_NUM_TEAMS; n++ )
{
gi.Printf( S_COLOR_RED"%s\n", TeamNames[n] );
}
gi.Printf( S_COLOR_RED"nonstarfleet - kills all but your teammates\n" );
return;
}
if ( Q_stricmp( "nonstarfleet", name ) == 0 )
{
killNonSF = qtrue;
}
else
{
killTeam = TranslateTeamName( name );
if ( killTeam == TEAM_FREE )
{
gi.Printf( S_COLOR_RED"NPC_Kill Error: team '%s' not recognized\n", name );
gi.Printf( S_COLOR_RED"Valid team names are:\n");
for ( n = (TEAM_FREE + 1); n < TEAM_NUM_TEAMS; n++ )
{
gi.Printf( S_COLOR_RED"%s\n", TeamNames[n] );
}
gi.Printf( S_COLOR_RED"nonstarfleet - kills all but your teammates\n" );
return;
}
}
}
for ( n = 1; n < ENTITYNUM_MAX_NORMAL; n++)
{
player = &g_entities[n];
if (!player->inuse) {
continue;
}
if ( killNonSF )
{
if ( player )
{
if ( player->client )
{
if ( player->client->playerTeam != TEAM_STARFLEET )
{
gi.Printf( S_COLOR_GREEN"Killing NPC %s named %s\n", player->NPC_type, player->targetname );
player->health = 0;
GEntity_DieFunc(player, player, player, player->max_health, MOD_UNKNOWN);
}
}
else if ( player->NPC_type && player->classname && player->classname[0] && Q_stricmp( "NPC_starfleet", player->classname ) != 0 )
{//A spawner, remove it
gi.Printf( S_COLOR_GREEN"Removing NPC spawner %s with NPC named %s\n", player->NPC_type, player->NPC_targetname );
G_FreeEntity( player );
//FIXME: G_UseTargets2(player, player, player->NPC_target & player->target);?
}
}
}
else if ( player && player->NPC && player->client )
{
if ( killTeam != TEAM_FREE )
{
if ( player->client->playerTeam == killTeam )
{
gi.Printf( S_COLOR_GREEN"Killing NPC %s named %s\n", player->NPC_type, player->targetname );
player->health = 0;
GEntity_DieFunc(player, player, player, player->max_health, MOD_UNKNOWN);
}
}
else if( (player->targetname && Q_stricmp( name, player->targetname ) == 0)
|| Q_stricmp( name, "all" ) == 0 )
{
gi.Printf( S_COLOR_GREEN"Killing NPC %s named %s\n", player->NPC_type, player->targetname );
player->health = 0;
player->client->ps.stats[STAT_HEALTH] = 0;
GEntity_DieFunc(player, player, player, 100, MOD_UNKNOWN);
}
}
}
}
void NPC_PrintScore( gentity_t *ent )
{
gi.Printf( "%s: %d\n", ent->targetname, ent->client->ps.persistant[PERS_SCORE] );
}
/*
Svcmd_NPC_f
parse and dispatch bot commands
*/
qboolean showBBoxes = qfalse;
void Svcmd_NPC_f( void )
{
char *cmd;
cmd = gi.argv( 1 );
if ( !*cmd )
{
gi.Printf( "Valid NPC commands are:\n" );
gi.Printf( " spawn [NPC type (from NCPCs.cfg)]\n" );
gi.Printf( " kill [NPC targetname] or [all(kills all NPCs)] or 'team [teamname]'\n" );
gi.Printf( " showbounds (draws exact bounding boxes of NPCs)\n" );
gi.Printf( " squadpath [NPC targetname] (squadpoint and path of NPCs)\n" );
gi.Printf( " score [NPC targetname] (prints number of kills per NPC)\n" );
}
else if ( Q_stricmp( cmd, "spawn" ) == 0 )
{
NPC_Spawn_f();
}
else if ( Q_stricmp( cmd, "kill" ) == 0 )
{
NPC_Kill_f();
}
else if ( Q_stricmp( cmd, "showbounds" ) == 0 )
{//Toggle on and off
showBBoxes = showBBoxes ? qfalse : qtrue;
}
else if ( Q_stricmp ( cmd, "squadpath" ) == 0 )
{//Draw squadpaths, also check a cmd2 for a specific NPC's squadpath
char *cmd2 = gi.argv(2);
if ( !cmd2 )
{
showSPaths[0] = 0;
}
else if ( Q_stricmp( "all", cmd2 ) == 0 )
{//Show them all
Q_strncpyz( showSPaths, "all", sizeof(showSPaths), qtrue );
}
else
{
Q_strncpyz( showSPaths, cmd2, sizeof(showSPaths), qtrue );
}
}
else if ( Q_stricmp ( cmd, "score" ) == 0 )
{//Draw squadpaths, also check a cmd2 for a specific NPC's squadpath
char *cmd2 = gi.argv(2);
gentity_t *ent = NULL;
if ( !cmd2 || !cmd2[0] )
{//Show the score for all NPCs
gi.Printf( "SCORE LIST:\n" );
for ( int i = 0; i < ENTITYNUM_WORLD; i++ )
{
ent = &g_entities[i];
if ( !ent || !ent->client )
{
continue;
}
NPC_PrintScore( ent );
}
}
else
{
if ( (ent = G_Find( NULL, FOFS(targetname), cmd2 )) != NULL && ent->client )
{
NPC_PrintScore( ent );
}
else
{
gi.Printf( "ERROR: NPC score - no such NPC %s\n", cmd2 );
}
}
}
}