VTMB ModDevGuide
VTMB ModDevGuide
_________________________________________
http://docs.google.com/Doc?id=dhgs89mq_12hbmgkpd9 <Doc?
id=dhgs89mq_12hbmgkpd9>
______________________________________Notes_____________________________
_______
http://www.gamefaqs.com/
http://www.gamewinners.com/
http://www.cheatcc.com/
http://www.vampirebloodlines.com/patch/
------------------------------------------------------------------------
-------
Table of Contents:
------------------------------------------------------------------------
-------
I. Basics
I.1 Game Architecture
I.2 Enabling the Game Console
I.3 Standard Tools
I.4 VPK Files
II. Getting Started
II.1 Creating a baseline
II.2 Unofficial Patches
II.3 Uncompressing Game Files\Change Management
III. Introduction to Python
III.1 The __main__ Object
III.2 Executing Python commands from Console.
III.3 Executing Console commands from Python
III.4 Entities
III.5 Creating Entities with Python
III.6 Events
III.7 Input\Output
III.8 Bringing it all Together
III.9 Known Bugs
IV. Dialogs
IV.1 Dialog Basics
IV.2 DLG File Format
IV.3 Special Conditions and Colored Responses
IV.4 Dialog Engine Commands and Flow Control
IV.5 Considerations and Scripting
IV.6 Dialog Engine Bugs
V. Dialog Audio Synchronization
V.1 DLG, VCD and LIP Files
V.2 VCD Internals
V.3 LIP Internals
V.4 Creating Custom Audio
VI. Animating NPCs with Python
VI.1 Skeletal Animations
VI.2 Facial Expressions
VI.3 Dispositions
VI.4 Schedules and ScriptedDisciplines
VI.5 Gestures and interesting_place
VI.6 scripted_sequence and logic_choreographed_scene
VI.7 Creating new Animations
VII. Editing Models/Skins
VII.1 Basics
VII.2 MDL File Details
VII.3 Changing the Default Player Models
VII.4 Working with downloaded Skins
VII.5 Editing Skins yourself
VII.6 Deforming Models yourself
VIII. Cameras and Cut scenes
IX. Custom Items
IX.1 Item Slots
IX.2 Item File Details
IX.3 Item Naming and Categories
IX.4 Discovering unused Item Slots
IX.5 Freeing up Item Slots
IX.6 Capturing Weapon usage Events
X. Miscellaneous
XI. Legalities
XII. Common Scenarios
XIII. Example Scripts
VTMB Links
Appendices
A. Entity Classes
B. Map Names
C. Item Name Summary
D. Game States
External
Contributing Authors
Final Words....
========================================================================
=======
I. > > > > Basics
========================================================================
=======
These notes make certain assumptions about the person reading them. In
short,
I assume the reader is a programmer of some ilk, who either has python
experience or has enough general programming experience that you can
pick up
Python from a good tutorial in about 30 min.
------------------------------------------------------------------------
-------
I.1 > > > > Game Architecture
------------------------------------------------------------------------
-------
2) Map files:
For those that are new to this, I will simply say that there is a
lot
of invisible objects hidden on maps that you can't see that help
make things easier for the game engine.
3) Models:
Model files (.mdl) provide the look and feel of objects when
rendered
within the Map. These are read in at run time and injected into
the map.
(maps contain "pointers" to these models, but not the model data
itself.)
4) Sounds:
Ever watch a movie with the sound turned off? Gets real boring
real
fast. On the other hand, you can take a crappy looking 16 color
sprite
and give it a human voice and it adds a whole new dimension of
interaction. VTMB uses wav files for background music and
ambient
sounds. It uses mp3s for dialogs.
5) Scripts
------------------------------------------------------------------------
-------
I.2 > > > > Enabling the Game Console
------------------------------------------------------------------------
-------
Since VTMB doesn't come with a slick Map Editor like Neverwinter
Nights,
modding the game will involve a lot of work within the game itself.
For
example, you may need to scout out locations, characters and animation
sequences for re-use. To this end, you will need the console.
To Enable the console, Right click the icon you use to start the game.
Go to
"Properties" and add -console to the target. The new launch target
should
look something like:
STEAM USERS : Right Click VTMB link in Steam, select Properties and
the Set launch options. Add "-console" (without quotes)
to the input box. You may have problems if running
VISTA.
Now when you start the game, the console will appear. Hit the tilde
(~) to
Hide/unhide the console.
The console comes with hundreds of commands to help developers and
players
alike. Simply hit a letter to see all commands that start with that
letter.
Type "HELP <COMMAND>" to see more info on a specific command. A full
listing of commands and variables is included in attached Appendix J.
notarget [0/1]
draw_hud 0:
noclip [0/1]
cl_showfps 1:
cl_showpos 1:
picker:
Quite possibly the most useful console command the game has to
offer.
Displays a bounding box around any entities you approach which
show
additional entity information such as its base class and
instance
name.
maps
report_enties:
logs a list of all entity classes currently in memory to the
console.
Unfortunately, it doesn't tell you the instance name. ( you
will need
to use some python for that)
ent_info:
The outputs translate to events that the entity can detect (and
then re-throw). You can only detect events with embedded
entities.
ent_dump <instance_name>:
> FindPlayer().SetName("pc")
> ent_dump pc
createplayer :
Even though you may think you are starting the game over, you
are in
fact only rebuilding your own character. Once creation process
is
over, the game resumes in your last location. You will lose
all
attributes an XP.
ai_show_interesting
cl_entityreport 1
cl_pdump #
FREEZE/LOCKING ISSUES:
Using the console outside of the game menus can make the game
unstable.
Specifically, displaying the console and then closing by clicking
on the
[X] in the top right corner of the console may leave the mouse
pointer
disconnected from the target hair. Re-Eable/Hide console using the
tilda
key to fix.
If this happens to you; open the console. Hit enter a few times
and then
hide. if the game is still frozen, hit ESC to go to the load/save
menu. Returning to the game from the load\save menu always
unfreezes the
game. I have also been told that entering "chareditor" into the
console
window will un-pause/unlock the game. (Especially usefull for non-
English
keyboards).
------------------------------------------------------------------------
-------
I.3 > > > > Standard Tools
------------------------------------------------------------------------
-------
VPKTool :
=== THE === modding tool for VTMB. The most recent release is
version
3.9a and you can access it here:
www.strategyinformer.com/pc/vampirethemasqueradebloodlines/tool/7142.htm
l
http://turfster.cjb.net/
VPKTool is really all you need for basic modding. However there
are other
tools that help with specific aspects.
Python 2.1.2
The scripting language that the original game used. You can
download the
original shell here. It may also have been distributed with this
Dev
Guide.
http://www.python.org/ftp/python/2.1.2/
The main thing here is the IDLE editor, which provides indention
and
Color coding support.
DialogEditor
Bear in mind when NPCs talk, they are playing pre-recorded audio.
So
While you can change player responses, you can't change what the
NPCs
say. There is room for limited ADDITIONS and new material).
ZVTool
lipedit.py
http://docs.google.com/View?docID=dhgs89mq_16f265qwfk
A python script that you can install and compile that aids in
creating
lip animations for voice acting if you choose to create new spoken
audio
for your mod. See "V.3 LIP Internals" below for more detail and a
usage
example.
Other
If you want to actually deform VTMB models or edit Skins, you will
need
additional software. Gimp is the best free image editing program
that
I know of for updating textures. As for model deformation,
Blender3D is
really your only choice as it is the only program that exists with
a
VTMB mdl import plugin. (It is convenient that it is free).
GIMP:
http://www.gimp.org/
Blender:
http://www.blender.org/
http://paine.planetvampire.gamespy.com/?
action=files&op=cat&id=15
http://paine.planetvampire.gamespy.com/?
action=files&op=cat&id=22
------------------------------------------------------------------------
-------
I.4 > > > > VPK Files
------------------------------------------------------------------------
-------
1) Faster Loading:
Easier to ask the OS to retrieve 1 big file than 300 small files.
2) Smaller Footprint:
3) User Overrides:
When a user extracts a resource from the .vpk file and places it
within
the Vampires installation directory, (directory structure intact),
the
game engine will load the users uncompress version on startup
instead of
the one in the VPK file. While this design allows user mods, the
downside
is that it only allows 1 User Mod to be installed at a time.
========================================================================
=======
II > > > > Getting Started
========================================================================
=======
There are some pre-emptive steps that need to be taken care of before
you can
really begin modding. At a bare minimum, you must uncompress the files
into a
state in which you can make changes to them. This may be all you need
if you
are just playing around and feeling out what you can do. However, if
you wish
to share your mod with other people, you will eventually need to keep
track
of your changes, build a zip file for distribution and provide
instructions
for installing it.
If you are a forward thinker, you can take some steps now to make the
distribution and installation instructions easier to create and
manage.
------------------------------------------------------------------------
-------
II.1 > > > > Creating a baseline
------------------------------------------------------------------------
-------
That said, if you search around the Internet you will likely see Fan
supported "Unofficial Patches". Read below for more info:
------------------------------------------------------------------------
-------
II.2 > > > > Unofficial Patches
------------------------------------------------------------------------
-------
Unofficial patches are user built mods (much like what you may be
endeavoring
to create). Some simply fix scripting and timing issues with the
original
game. Some re-introduce content that wasn't linked into the original
game.
Some of the more advanced patches actually update the game engine
and/or add
support for higher resolutions and textures.
- There is more than 1 mod out there with the term "Patch" in it. If
you tell
someone to download an unofficial "patch", you must also be certain
to
specify the AUTHOR and hope users get the right one. The safest bet
is to
use an actual url and hope the site is still up in 12 months.
Basically, you use the 1.2 patch as your baseline, but then install
an
unofficial patch/mod on top of your baseline, keeping track of all
the
files it installs/touches. When you package up your mod, you include
the
patch files as part of your distribution. By distributing the patch
with
your mod, you remove the risk of your baseline disappearing and
decrease
the work required by the user.
If you DISTRIBUTE someone else's work with yours, you should ask for
permission. Furthermore, you should make it clear when you ask for
permission that your mod will likely introduce modifications to
their
patch.
My recommendation:
http://www.patches-scrolls.de/vampire_bloodlines.php
Note that his permission was not granted for you and your mod. If
you wish
to use an unofficial patch, you must contact the author.
NOTES:
You CAN and SHOULD install this game twice on the same computer. To
do so,
simply install the game (and any patches), rename the directory and
then
use the games uninstaller. Now install again. You will be able to
run
both copies independently. (If you are a steam user, you may need to
make
a dos based batch script to rename the base directory so that the
version
you wish to run gets executed.)
------------------------------------------------------------------------
-------
II.3 > > > > Uncompressing Game Files\Change Management
------------------------------------------------------------------------
-------
- Install the game and manually keep track of the files that you edit
Typical strategy for single man teams making "small" mods that
don't
touch many files. Unfortunately, most people don't know how many
files
they will be touching when they begin development.
You don't need to keep track of changes made by the 1.2 patch,
but just for your general information and amusement, the 1.2
patch updates the following files:
/bin/engine.dll
/Vampire/python/vamputil.py
/Vampire/python/warrens/warrens.py
/Vampire/dlls/vampire.dll
/Vampire/cl_dlls/client.dll
/Vampire/pack102.vpk
- Empty
/Vampire/pack103.vpk
- dlg\Hollywood\isaac.dlg
- dlg\main characters\regent.dlg
- dlg\santa monica\e.dlg
- vdata\hackerterminals\haven_pc.txt
- vdata\hackerterminals\shrekhub2_terminal.txt
- vdata\system\infobartypes.txt
- vdata\system\strings.txt
The original VPK files don't contain any .py scripts, but they DO
contain .pyc files. The 1.2 Patch installs .pk files, but not
pyc. As a result, you have a mix match: 1.2 pk files and 1.0
pyc files. The issue is that the pyc files are 1.0, but have a
newer timestamp, therefore the game engine will not compile the
fixes.
If I have lost you, don't worry about it. To resolve this mix up,
we
simply delete all .pyc files under the Vampire/python
subdirectory
If you extract the text data from all the maps into text
versions of
the maps upfront, you can search the data for examples of how
to set
up entities/ camera shots, event handlers etc...
If you don't have the patience, you don't have to do this step
right
now. You can extract/save off to the meta directory AS NEEDED.
1) Install tortoiseSVN
- Go to http://tortoisesvn.tigris.org/
- Download correct version
- Install, use defaults
- Restart Computer
2) Create Repository
- Open Windows Explorer
- Create a new folder and name it. For example: C:\svnrepo (Drive
should
have at least 10 Gigs of free space)
- Right-click on the newly created folder and select:
TortoiseSVN -> Create repository here...
- Choose a repo type. I used native. Berkeley wont work over a
Network
drive if you plan on splitting up development tasks with other
team
members later.
To add entities and other items to maps, you will need to edit
the map
data. This is done by opening a map using VPK Tool, extracting
its data (in text form), changing it and then writing it back.
If you extract the text data from all the maps into text
versions of
the maps upfront, you can baseline your map data and use "Diff"
functionality to compare changes made to maps. Furthermore, you
can
search the text based data for examples of how to set up
entities/
camera shots, event handlers etc...
If you don't have the patience, you don't have to do this step
right
now. You can extract/save off to the meta directory AS NEEDED.
========================================================================
=======
III > > > > Introduction to Python
========================================================================
=======
However, you do not HAVE to download python. The game comes with a
minimal
python shell built in. From the console, you can type "import
<filename>.py"
and the game will automatically compile any non-compiled python
scripts.
If there are any errors, it displays the errors to the console. If you
edited one of the python scripts that came with the game (and errors
were
detected), the game reverts to the original script distributed in
the .vpk
file.
NOTES:
e.g.:
http://www.diveintopython.org/toc/index.html
------------------------------------------------------------------------
-------
III.1 > > > > The __main__ Object
------------------------------------------------------------------------
-------
The VTMB python shell is loaded when you start VTMB. At start up,
the
system initializes a standard python root level object called
"__main__"
Here is a list of the VTMB methods made available via the __main__
object.
Searches for a single entity on the map with the name specified.
If
a single entity is found, returns the Entity. If more than one
Entity
by the same name is found, throws an exception. If no entity is
found
by that name, returns None.
Example: FindEntitiesByName("cop_*")
Entity[] __main__.FindEntitiesByClass(str class)
Character __main__.FindPlayer()
void __main__.SquadSeesPlayer
The idea is that you enter an area with hostiles who don't
attack
(because they cant see you). In practice, enemies normally
don't go
hostile till a conversation ends or you enter a trigger area.
This
command is relatively unused.
bool __main__.OneOfSet
NOTE : __main__.G does not exist until the user starts a new
game or loads a save game.
------------------------------------------------------------------------
-------
III.2 > > > > Executing Python commands from Console.
------------------------------------------------------------------------
-------
This means you can access python objects and methods from console:
]pc=__main__.FindPlayer()
]pc.GetCenter()
]pc=FindPlayer()
]pc.GetCenter()
]hello("World")
Hello [World]
If you use the Python introspection command "dir" to examine
__main__'s
methods:
]dir(__main__)
You will now see hello() as one of __main__'s methods. You will also
likely
notice a lot more methods than the small list in III.1. This is
because
most maps in VTMB load a city specific python script with helper
functions.
|--------------------------------------------------------------------|
|Ex: Filename = [<install root>\Vampire\python\custom.py]
|
|--------------------------------------------------------------------|
|import __main__
|
|
|
|def showInstances(prefix="npc_V"):
|
| entities = __main__.FindEntitiesByClass(prefix+"*")
|
| print "Class Name"
|
| print
"--------------------------------------------------------"|
| for ent in entities:
|
| name=""
|
| try: name=ent.GetName()
|
| except: pass
|
| if name != "":
|
| print "%s %s" %
(ent.classname.ljust(35),ent.GetName()) |
|--------------------------------------------------------------------|
Once created, you can import the file using the import command:
]import custom
]custom.showInstances()
Class Name"
---------------------------------------------------------"
...
...
------------------------------------------------------------------------
-------
III.3 > > > > Executing Console commands from Python
------------------------------------------------------------------------
-------
So now that you know how to use console to execute Python, how do
you
execute one of those handy console commands from python?
__main__.ccmd.<command_name>()
__main__.cvar.<variable_name>=value
e.g. :
|--------------------------------------------------------------------|
|Ex: Filename = [<install root>\Vampire\python\custom.py]
|
|--------------------------------------------------------------------|
|import __main__
|
|
|
|def debugMode():
|
| __main__.cvar.draw_hud=0
|
| __main__.cvar.cl_showfps=1
|
| __main__.cvar.cl_showpos=1
|
| try: __main__.ccmd.notarget()
|
| except: pass
|
| try: __main__.ccmd.noclip()
|
| except: pass
|
| try: __main__.ccmd.picker()
|
| except: pass
|
|--------------------------------------------------------------------|
The cvar pointer is very useful, however the ccmd pointer is less
useful. I have played around with the command and it does not
appear as though the C++ handler recognizes parameters.
Furthermore,
while you can call methods that do not take parameters, any method
called always throws an unspecified exception (however, it still
works). Therefore you must either place the call within a try
catch as I did above, or you can avoid the error message by
assigning
the function name to a string. This also results in the function
being
called but avoids sending the error message to console.
__main__.ccmd.picker=""
Hack/Work Around:
|--------------------------------------------------------------------|
|Ex: Filename = [<install root>\Vampire\python\custom.py]
|
|--------------------------------------------------------------------|
|import __main__
|
|
|
| def console(data=""):
|
| if data=="": return
|
| cfg=open('Vampire/cfg/console.cfg', 'w')
|
| try: cfg.write(data)
|
| finally: cfg.close()
|
| __main__.ccmd.execonsole=""
|
|--------------------------------------------------------------------|
] oldname=__main__.cvar.name
] __main__.cvar.name="Yukie"
] import custom
] custom.console("vclan 124")
NOTES: vclan can crash the game if the appropriate model is not
In precache. Use with caution.
------------------------------------------------------------------------
-------
III.4 > > > > Entities
------------------------------------------------------------------------
-------
A) Embedded Entities
As the name implies, Embedded entities are embedded into the map
data.
These entities must exist before the game is started. You can
remove, add
or edit embedded entities using the map editing tools provided by
VPKTool.
After uncompressing VPK files, you will find the Map data under
the
directory:
Vampire/maps.
The game engine does some things when a map loads that can only be
done at that time. For example, hooking up events. For this
reason,
you MUST USE embedded entities if you need to receive events or
set some
non-accessible properties/attributes. If you need user Interaction
(Dialog), you MUST use Embedded Entities.
B) Dynamic Entities
Dynamic entities are not known to the engine when the map loads.
Since some things can only be done when the map loads (setting up
events), there are limitations on what can be done with dynamic
entities.
However, you can NOT change the dialog that an NPC speaks because
there
is no method for changing an NPC's associated dialog file.
For those properties that can not be changed, you are stuck with
the
default values. The inability to change/set all properties is
irritating
and in some cases make things impossible.
For example, since you can't set the dialog of a dynamic NPC, you
can't
dynamically create NPC's that the PC can talk to. If you want
dialog
interaction, you have to use embedded entities.
Example : npc_maker
C) Entity Scope
That said, if you are modding the game, you must be careful not to
create
a new Entity with the same name as an existing entity within the
map,
else you may cause Unexpected behavior.
------------------------------------------------------------------------
-------
III.5 > > > > Creating Entities with Python
------------------------------------------------------------------------
-------
A) Create :
or
myloc = __main__.FindPlayer().GetOrigin()
or
myFacing = __main__.FindPlayer().GetAngles()
Code Example:
pc = __main__.FindPlayer()
loc = pc.GetOrigin()
ent = __main__.CreateEntityNoSpawn("npc_VVampire", loc, (0,0,0) )
B) Set Properties
ent.SetModel("models/character/npc/unique/downtown/vv/vv.mdl")
ent.SetName("myEnt")
In making this, I didn't have the time to go through and test each
entity type for required parameters, so you will just have to
figure
it out as you go. When you try to spawn an entity, you will receive
errors messages telling you what must be set to proceed.
Alpha ClearParent
Kill Color
ScriptHide SetFakeSilence
SetParent ScriptUnhide
SetSoundOverrideEnt Use
Methods provided by the Character base class: NOTE: From this point
down, ALL npcs have these methods:
GiveAmmo AmmoCount
GiveItem BumpStat
HasItem DialogDiscipline
IsFollowerOf GetQuestState
RemoveItem HasWeaponEquipped
SeductiveFeed IsMale
SetCamera React
SetDisposition SetQuest
SetExpression StartBarter
SetGesture WorldMap
Methods Provided by the Entity base class: NOTE: From this point
down, ALL entities have these methods:
GetAngles GetCenter
GetAngleVectors GetModelName
GetName GetOrigin
IsAlive SetModel
SetAngles SetOrigin
SetName
__init__()
__getattr__() __setattr__()
__dict__() __doc__()
Attributes:
ent.SetName("test"),
ent_dump "test"
This will dump all attributes to the console. You can then read
the attributes using dot notation.
]ent.classname
'npc_VVampire'
C) Spawn:
__main__.CallEntitySpawn(ent)
------------------------------------------------------------------------
-------
III.6 > > > > Events
------------------------------------------------------------------------
-------
A) ENTITIES:
The vast majority of entities only handle events meant for the
entity
itself. For example, if you embed an npc_Vhuman (see Attached
Appendix
G), you can set it up so that it receives an OnDialogBegin event
and
calls a python method:
{
"classname" "npc_VHuman"
"targetname" "customNPC"
...
"OnDialogBegin" ",,,0,-1,OnBeginDialog('customNPC'),"
}
That is rather strait forward, but what about the awkward string
with
commas? Here is a break down of the event protocol;
<entity name> : Can be any named entity within the same map. The
name
should NOT be in quotes.
<method> : Name of a valid method on the target entity to
fire. Each
entity supports different methods. See attached
Appendix
G for a full listing.
<param> : Optional parameter to pass into the method. If the
method
requires more than 1 parameter, you have to use
the
<python script> option.
<delay> : Delay in seconds before calling the method. Can be
floating point value.
<max fires> : As the name implies, maximum number of times the
event
will fire. A value of –1 means there is no
maximum and
it will always fire.
<python script> Call a global or module specific python method.
{
"classname" "npc_VVampire"
"targetname" "customNPC"
...
"OnHalfHealth" " customNPC, StartPlayerDialogRemote,,0,1,,"
"OnHalfHealth" " customNPC, ClearActiveDisciplines,,0,-1,,"
}
B) Player Events:
It is cool that you can receive events about entities you create,
but
what about the player? You don't exactly create the player? There
is a
special entity called events_player that you can plug into a map
to
receive player events. (From Appendix G):
events_player
EVENTS:
output: OnFrenzyBegin
output: OnFrenzyEnd
output: OnWolfMorphBegin (Animalism War Form)
output: OnWolfMorphEnd (Animalism War Form)
output: OnPlayerTookDamage
output: OnPlayerKilled
output: OnPlayerSoundLoud
output: OnActivateAuspex
output: OnActivateCelerity
output: OnActivateCorpusVampirus (Blood Buff)
output: OnActivateFortitude
output: OnActivateObfuscate
output: OnActivatePotence
output: OnActivatePresense
output: OnActivateProtean
output: OnActivateAnimalismLvl1
output: OnActivateAnimalismLvl2
output: OnActivateDementationLvl1
output: OnActivateDementationLvl2
output: OnActivateDominateLvl1
output: OnActivateDominateLvl2
output: OnActivateThaumaturgyLvl1
output: OnActivateThaumaturgyLvl2
METHODS:
input: EnableOutputs
input: DisableOutputs
input: CreateControllerNPC
input: RemoveControllerNPC
input: AwardExp
input: ClearDialogCombatTimers
input: ImmobilizePlayer
input: MobilizePlayer
input: RemoveDisciplines
input: RemoveDisciplinesNow
input: MakePlayerUnkillable
input: MakePlayerKillable
Special Note:
pevents = __main__.FindEntitiesByClass("events_player")
if len(pevents) != 0:
pevent = pevents[0]
C) World Events
events_world
EVENTS:
output: OnCopsOutside
output: OnCopsComing
output: OnStartCopPursuitMode
output: OnEndCopPursuitMode
output: OnStartCopAlertMode
output: OnEndCopAlertMode
output: OnStartHunterPursuitMode
output: OnEndHunterPursuitMode
output: OnMasqueradeLevel1
output: OnMasqueradeLevel2
output: OnMasqueradeLevel3
output: OnMasqueradeLevel4
output: OnMasqueradeLevel5
output: OnMasqueradeLevelChanged
output: OnPlayerHasNoBlood
output: OnCombatMusicStart
output: OnCombatMusicEnd
output: OnAlertMusicStart
output: OnAlertMusicEnd
output: OnNormalMusicStart
output: OnNormalMusicEnd
output: OnUseBegin
output: OnUseEnd
input: SetSafeArea
input: SetCopWaitArea
input: SetCopGrace
input: SetNosferatuTolerant
input: SetNoFrenzyArea
input: AIEnable
input: FadeGlobalWetness
input: HideCutsceneInterferingEntities
input: UnhideCutsceneInterferingEntities
input: PlayEndCredits
input: ClearDialogCombatTimers
Of all the events, the two I personally found the most useful were
OnCombatMusicStart and OnNormalMusicStart. These (not so well
named
events) basically signify the start and end of combat. If you
maintain
an "InCombat" flag, you can also use OnBeginNormalMusic to
indicate
when a map has been loaded from a save game.
Special Note:
wevents = __main__.FindEntitiesByClass("events_world")
if len(wevents) != 0:
wevent = wevents[0]
D) Other/Misc Events
You may have noticed there are a few events missing, like entering
a
map, the player going stealth or the player picking up an item. I
wont
pretend to possess a comprehensive knowledge of all events, but I
can
tell you about what I have discovered and some workarounds I have
created.
{
"classname" "logic_auto"
" spawnflags" "0"
"OnMapLoad" ",,,0,-1,OnEnterMap('sm_hub_1'),"
"origin" "-2420.54 -2558.76 -111.97"
}
Note that OnEnterMap will only fire when actually traversing into
a map
from another map. Loading a save game will not cause the event to
fire.
However, when you load a save game, OnBeginNormalMusic will still
fire.
Some events are not supported. For example, detecting that the
player
has gone stealth (crouches). You can design workarounds for some.
For
stealth, you can poll certain states using a logic_timer entity:
{
"classname" "logic_timer"
"StartDisabled" "0"
"UseRandomTime" "0"
"RefireTime" "15.0"
"OnTimer" ",,,0,-1,OnPollEvent(),"
"origin" "-2420.54 -2558.76 -111.97"
}
(In vamputil.py)
stealth=0
def OnPollEvent():
global stealth
pc = __main__.FindPlayer()
crouched = ((pc.GetCenter()[2] - pc.GetOrigin()[2]) == 18)
if not stealth:
if (pc.active_obfuscate or crouched):
stealth=1
OnStealthBegin()
else:
if (not pc.active_obfuscate and not crouched):
stealth=0
OnStealthEnd()
E) Events to Avoid:
D) Companion Mod
If you are doing something small that only impacts 1 map, you will
probably want to keep your mod small and only make the edits to
that map
But if your goals are larger and you need events like I describe
above
throughout the entire game, you may consider downloading my mod
and starting from there as a lot of the groundwork has already
been
done.
------------------------------------------------------------------------
-------
III.7 > > > > Input\Output
------------------------------------------------------------------------
-------
A) INPUT:
Within VTMB, the official way to recieve input is via dialogs and
computer terminals. You enter a conversation with someone (or
something),
make some choices and the dialog system fires some of your python
methods as a result. (See "IV. Dialogs" below). Alternatively, you
can
use computer terminals to activate python functions.
THERE IS NO SPOON:
Unfortunately, the game_ui entity does not work (or has been
disabled). There is a hacky work around, but it is intrusive
and
will definitely cause issues if you attempt to merge your mod
with
another mod that also uses the hack. Basically, I don't
recommend it,
but I will describe it below for completeness:
And then later, when you are done, restore the keyboard
config:
data="exec backup.cfg"
console(data)
The primary danger with this is if the user exits the game or
loads a save game before finishing your home-made user input
prompt,
they may lose their configuration. There are ways to mitigate
the
danger (look for backup.cfg within vamputils and
restore/delete if
found).
B) OUTPUT:
One downside of a game sign is that the game pauses while the
sign is
up. If you embed the gamesign, you can set the pause property to
0,
however while the game will not pause, you still can't move the
PC
while the sign is up.
Some are obscure and probably safe for use like "tying to attack
while
on a ladder". This approach is generally not recommended, but is
included
for completeness.
------------------------------------------------------------------------
-------
III.8 > > > > Bringing it all together
------------------------------------------------------------------------
-------
So we can call both python AND console commands. We can access both
python
and console variables. This means you can tackle most tasks using one
approach or the other. If you get stuck or run into a bug, you have a
backup plan.
For example, take the vclan console command. If you issue that command
and
the clan tries to load a model that isn't currently in memory, you get
a pre-cache error and the game crashes. This holds true for other
commands
like npc_create and the console version of SetModel. However, if you
change
the pc model using Python, the model is loaded into memory and the
crash does
not occur.
In the case of creating new objects, you can use python to be more
precise
about What you want. You can assign a name, location, facing, initial
model,
hearing, vision, squad and health. (health is done by changing the
cvar
sk_basenpctroika_health variable before and after spawn)
self explanatory
shake
player_immobilize/player_mobilize
self explanatory
fadein/fadeout
self explanatory
npc_freeze :
teleport_player "entity_name"
]pc=__main__.FindPlayer()
]pc.WorldMap(__main__.G.WorldMap_State)
G.Downtown_Open = 1
G.Mansion_Open = 1
G.Museum_Open = 1
G.Hollywood_Open = 1
G.Kingsway_Open = 1
G.Chinatown_Open = 1
G.Giovanni_Open = 1
G.Society_Open = 1
G.Griffith_Open = 1
G.Ninesintro_Open = 1
]pc.SewerMap(__main__.G.WorldMap_State)
]pc.SetModel(string "model_path")
Unlike the console version, this one wont crash the game
if the
model is not already in memory.
]pc.GiveItem(string "item_name")
Examples:
item_w_deserteagle
item_w_flamethrower
item_w_rocketlauncher
item_w_fireaxe
item_p_occult_dexterity
]pc.HumanityAdd(#)
]pc.Bloodgain(#)
]pc.Bloodloss(#)
]pc.MoneyAdd(#)
Gives PC money
]pc.BloodHeal
]pc.ChangeMasqueradeLevel(#)
]pc.CalcFeat(string type)
Example:
if pc.CalcFeat("haggle") == 3
NOTES:
]__main__.FindPlayer().SetName("pc")
]ent_dump "pc"
------------------------------------------------------------------------
-------
III.9 > > > > Known Bugs
------------------------------------------------------------------------
-------
Make no mistake, VTMB is a C++ based game. The engine is not written
in
Python and the objects exposed to python are merely proxies to the
actual
objects in C++. Your control over the objects is limited to what the
game
engine exposes to you (via the input methods). This confused me at
first as I
thought I could set/change every attribute I saw using the ent_dump
command
from Python. This simply isn't true. (Though you can use vstats to
change
many of the player attributes).
Bugs
So I built a mod and then during testing, the game kept crashing
when
the player would change maps. 2 days later, I traced the bug down.
Here
was the problem:
__main__.G.somestring=FindPlayer().GetName() <-- OK
__main__.G.someint=FindPlayer().clan <-- OK
__main__.G.somefloat=FindPlayer().GetOrigin()[2] <-- OK
__main__.G.someinstance=FindPlayer() <-- NOT OK
__main__.G gets saved with your save game. While you can store
properties of
entities as part of a save game, you can not save off any instance
pointers
or you will crash the game.
This rule holds true for G and sub attributes of a G (hash maps,
lists, etc)
or Entities attributes as they are saved off as part of the save
game.
Module scope global variables and local scope variables are NOT
saved as part of the save Game and are therefore safe: You
temporarily
store instances references.
Vamputil.py gets loaded with the game and its methods are available
from
every map, so it makes sense to add your module imports there.
However,
there is a snag. Vamputil gets imported by the game before the game
has set
up the persistent "G" variable.
ISSUE 1:
VAMPUTIL.PY:
import foo
FOO.PY:
from __main__ import *
def somefunction():
G.persist = "1"
The issue is that when the game imported foo, G didn't exist. So when
foo
imported * from __main__, it didn't get G. when the function gets
called,
an exception will be thrown. Two possible workarounds. One is to
import G
locally from methods that access it.
def somefunction():
from __main__ import G
G.persist = "1"
The other work around is to ONLY import __main__ and not import
anything from
It. Reference elements of __main__ explicitly from the code. This
causes a
runtime lookup and avoids the exception.
FOO.PY:
import __main__
def somefunction():
__main__.G.persist = "1"
ISSUE 2:
If a variable does not exist on G, that is fine. You can test for the
variables using a simple if statement:
If not __main__.G.somevariable:
__main__.G.somevariable=somethingelse
{
"classname" "logic_auto"
"spawnflags" "0"
"OnMapLoad" ",,,0,1,yourmodule.initialize(),"
"origin" "-2420.54 -2558.76 -111.97"
}
There are 4 ways of making the pc invincible. You can use the console
command
"buddha". This allows the PC to get down to 1 hit point, but not
actually
die. There is an events_player method "MakePlayerUnkillable()". This
allows
The PC to get down to 1/4 their total hit points, but they will not go
lower.
There is the console command "god" which prevents the player from
taking any
damage period. And then there is the console variable debug_no_damage,
which
when set to true prevents anyone from taking damage (even enemies).
Of these four methods, the first two only work if the PC's clan is
defined
in clandoc000.txt. If you use vclan to change to a clan not defined by
clandoc000.txt, then buddha and MakePlayerUnkillable will not stop the
PC from dying. See Appendix F for more detail.
========================================================================
=======
IV > > > > Dialogs
========================================================================
=======
Dialogs are an important part of Role Playing Games. Many mod ideas
will
involve creating new Dialogs to support conversations with people,
objects
or access new functionality
It should be noted that for an NPC's lips to move during dialog, the
model
must support facial expression and lip animation nodes. Not all models
support these nodes.
This mostly impacts developers designing mods that involve new quests
and
conversations. Lack of lip animation or facial expression support will
limit your options for conversation worthy main characters and
companions.
------------------------------------------------------------------------
-------
IV.1 Dialog Basics
------------------------------------------------------------------------
-------
Dialog files end with the extension ".dlg". Once you unpack the
VPK
files, you will find the Dialog files for the various game
characters
located under Vampire/dlg/...
YES! You can!. While python scripts are compiled once per game
(and then
cached), dialogs are loaded into a special dialog engine each time
you
start a dialog. So if you make edits to a dialog, the next time
you start
the dialog, the edits will immediately be seen.
------------------------------------------------------------------------
-------
IV.2 DLG File Format
------------------------------------------------------------------------
-------
If you open up a dialog file, you will see a 13 column table defined
with
"{" and "}":
{ }{ }{ }{ }{ }{ }{ }{ }{ }{ }{ }{ }{ }
The FIRST column is the row index. The first row should always
have an index value of 1:
{1}{ }{ }{ }{ }{ }{ }{ }{ }{ }{ }{ }{ }
{2}{ }{ }{ }{ }{ }{ }{ }{ }{ }{ }{ }{ }
{11}{ }{ }{ }{ }{ }{ }{ }{ }{ }{ }{ }{ }
Not all row numbers have to be accounted for (There can be skips
to allow people to add responses), however, all rows should appear
in
descending order.
The SECOND column is what the NPC/PC says if the Protagonist is Male
The THIRD column is what the NPC/PC says if the Protagonist is Female
# MALE FEMALE
{1}{Male}{ Female : NPC Statement}{ }{ }{ }{ }{ }{ }{ }{ }{ }{ }
{2}{Male}{ Female : PC Response 1}{ }{ }{ }{ }{ }{ }{ }{ }{ }{ }
{3}{Male}{ Female : PC Response 2}{ }{ }{ }{ }{ }{ }{ }{ }{ }{ }
When scanning for responses, the engine stops when it hits a row
with a
"#". The blank row is not necessary, but has been added to improve
readability.
The FIFTH column is used for conditions. You can use python or one of
the
built in special conditions (See IV.2 below for Special Conditionals)
The dialog engine supports "or" logic operations using "or", but
the
entire condition must be contained in parenthesis:
{1}{M}{F}{5}{(pc.armor==3 or npc.classname=="npc_VVampire")}
You wont see many "or" statements throughout the dialogs because
you can
achieve the same effect by using 2 lines.
{1}{M}{F}{5}{(pc.armor==3}
{2}{M}{F}{5}{(npc.classname=="npc_VVampire"}
But what if both conditions are true? You don't want the same
dialog line
appearing twice. To solve this issue, you may need to add
additional logic.
Also see the common examples below for the function LimitSet().
LimitSet()
is a custom function that only returns true once for a given set.
{1}{M}{F}{5}{(pc.armor==3 and LimitSet(1,2)}
{2}{M}{F}{5}{(npc.classname=="npc_VVampire" and LimitSet(2,2)}
def pcFollow(npc):
npc.SetFollowerBoss("!player")
def pcNFollow(npc):
npc.SetFollowerBoss("")
Example Dialog:
{1}{NPC}{NPC}{#}{ }{ }{}{}{}
{}{}{}{}
{2}{sit}{sit}{1}{npc.IsFollowerOf(pc) }{pcNFollow(npc)}{}{}{}
{}{}{}{}
{3}{go }{go }{1}{!npc.IsFollowerOf(pc)}{pcFollow(npc) }{}{}{}
{}{}{}{}
{4}{end}{end}{}{ }{ }{}{}{}
{}{}{}{}
{5}{ }{ }{ }{ }{ }{}{}{}
{}{}{}{}
Column 7 = Brujah
Column 8 = Gangrel
Column 9 = Nosferatu
Column 10 = Toreador
Column 11 = Tremere
Column 12 = Ventrue
Column 13 = Malkavian
Note that using these columns does not allow gender specific
responses
Which is one of the reasons they are not utilized more throughout
the
game. (If you want to use these, you can still SIMULATE gender
specific
responses by using starting conditionals. See IV.4).
------------------------------------------------------------------------
-------
IV.3 Special Conditions and Colored Responses
------------------------------------------------------------------------
-------
F_Seduction #
M_Seduction #
Seduction #
Intimidate #
Dominate #
Persuasion #
Dementation #
Thaumaturgy #
Humanity #
You can perform "and" Boolean logic with the special conditionals,
but you must use the special "&" operator:
You can NOT use "or" logic conditionals with the special conditions,
however you can use separate lines (typically enforced by additional
logic)
NOTES :
--------------------------------------------------------------------
{5}{M}{F}{9}{ Dominate 4 }
{...
{6}{M}{F}{9}{ Thaumaturgy 1 & getattr(pc,"base_dominate")>3 }
{...
2) An alternate approach uses a dialog engine bug you can
exploit:
--------------------------------------------------------------------
{5}{M}{F}{9}{ Dominate 4
{5}{M}{F}{9}{ getattr(pc,"base_dominate")>3 and
IsClan(pc,"Tremere"}
The main 2 things to note here is that BOTH LINES HAVE THE
SAME LINE
NUMBER BUT ONLY 1 LINE EVALUATES TO TRUE. When the game engine
parses the file, it scans the conditions and the text Content
in two
separate scans. When 2 lines have the same number it confuses
the
engine and treats both lines the same.
------------------------------------------------------------------------
-------
IV.4 Dialog Engine Commands and Flow Control
------------------------------------------------------------------------
-------
A) AUTO-END
B) AUTO-LINK
C) "..."
For example, the following would show the NPC saying ".." and
prompt
the user to hit 1) to continue (if line 201 did not have any
associated
audio):
However, 3 periods and the dialog would end without prompting the
user,
even if there was no audio.
D) STARTING CONDITION
At the bottom of most dialog files, you will find many lines
marked as
(STARTING CONDITION). When a dialog is loaded, the dialog engine
searches
for a block of STARTING CONDITIONALS at the end of the dialog.
They are
evaluated from top to bottom. As soon as the first condition
evaluates to
true, the engine is redirected to the NPCs first line. Note that
you can
not chain STARTING CONDITIONS (they can not redirect to another
starting
condition block.
Example:
...
{2000}{(STARTING CONDITION)}{}{10}{ not pc.IsMale()}{}{}{}{}{}
{}{}{}
{2001}{(STARTING CONDITION)}{}{20}{ pc.Charisma>2()}{}{}{}{}{}
{}{}{}
Code placed in the 6th column does NOT get executed with starting
conditionals. HOWEVER, the conditional supports python and there
is
nothing to stop you from executing code in the conditional block
(In Vamputils.py)
def mySetup(npc):
# do whatever
return 0
E) NOTES
------------------------------------------------------------------------
-------
IV.5 Considerations and Scripting
------------------------------------------------------------------------
-------
You can also control the number of responses using the OneOfSet()
command discussed earlier. It may be random, but it guarantees
only
1 response. You can also use the custom method LimitSet() (See
Common Examples Below)
You could display and handle lines for all possibilities (like
above),
or you could allow the user to take advantage of their most
powerful
dialog skill and not bother displaying the other options.
This allows you to keep track of when you might need to use a
"<More>".
Again, these are just ideas of how to help manage potential dialog
bugs. In practice, you will normally end up using some combination
of the examples above.
C) Advanced tricks
Example Script:
|-------------------------------------------------------------------|
|Filename = [<vampire root>/python/vamputil.py]
|
|-------------------------------------------------------------------|
| ...
|
| def fakeDom(npc,level):
|
| snd="disciplines/dominate/dominate_mesmerize.wav"
|
| npc.PlayDialogFile(snd)
|
| __main__.FindPlayer().Bloodloss(level)
|
| __main__.ScheduleTask(0.3,"startDom('%s')" %
npc.GetName()) |
| __main__.ScheduleTask(1.3,"endDom('%s')" %
npc.GetName()) |
| def startDom(npcName):
|
| npc = __main__.FindEntityByName(npcName)
|
| if npc:
|
| npc.SetScriptedDiscipline('auspex 1')
|
| def endDom(npcName):
|
| npc = __main__.FindEntityByName(npcName)
|
| if npc:
|
| npc.SetScriptedDiscipline('auspex 0')
|
|-------------------------------------------------------------------|
Example Dialog:
{1}{NPC}{NPC}{#}{}{}{}{}{}{}{}{}{}
{2}{PC}{}{5}{Dominate 1 & LimitSet(1,2) }
{ }...
{3}{PC}{}{5}{pc.base_dominate>0 and LimitSet(2,2)}
{fakeDom(npc,1)}...
Note that the text of the second response will not be red
unless you
add another special condition:
Example Script:
|-------------------------------------------------------------------|
|Filename = [<vampire root>/python/vamputil.py]
|
|-------------------------------------------------------------------|
|import dialogutil
|
|-------------------------------------------------------------------|
|-------------------------------------------------------------------|
|Filename = [<vampire root>/python/dialogutil.py]
|
|-------------------------------------------------------------------|
| from __main__ import Character
|
| def _Reset(self):
|
| self.dialogcounter=0
|
| def _Count(self):
|
| if self.dialogcounter == 3: return 1
|
| self.dialogcounter += 1
|
| return 1
|
| def _IsMax(self):
|
| if self.dialogcounter==3:
|
| self.Reset()
|
| return 1
|
| return 0
|
| Character.Reset = _Reset
|
| Character.Count = _Count
|
| Character.IsMax = _IsMax
|
|-------------------------------------------------------------------|
Example Dialog:
------------------------------------------------------------------------
-------
IV.6 Dialog Engine Bugs
------------------------------------------------------------------------
-------
IE:
module.MyArraySetter(1,2,"3")
Workarounds:
- Use ScheduleTask() to delay spawn()
- Call spawn from NPCs OnDialogEnd Event (If it is an NPC that you
embed/create).
Example: None of these lines will display nor will any of their
conditions even execute for evaluation.
========================================================================
=======
V > > > > Dialog Audio Synchronization
========================================================================
=======
------------------------------------------------------------------------
-------
V.1 DLG, VCD and LIP Files
------------------------------------------------------------------------
-------
So you make your dialog file and text appears on the screen when you
begin a
conversation with your game entity (be it a person or a telephone).
But how
do you make it actually speak?
DLG : DLG files are discussed in the previous section. They link
to
embedded entities and thus invoke the dialog engine. They
coordinate what NPC say and provide the text for the PC
response choices. When subtitles are turned on, normally
the text appearing in the DLG file appears for the NPCs as
well.
LIP : Lip files break out how to move the mouth as the associated
mp3 is
playing audio. They also provides subtitles when the player
is not
interacting with the dialog engine. (This is most common
during
cut scenes that involve spoken audio. The introduction is a
good
example).
DLG files implicitly look for VCD files based on their file path.
<VTMB DIR>/Vampire/dlg/goo/foo.dlg
The dialog engine will look for VCD files under the directory:
<VTMB DIR>/Vampire/sound/character/dlg/goo/foo/
<VTMB DIR>/Vampire/sound/character/dlg/goo/foo/line10_col_e.vcd
Hopefully the file paths are obvious, but just in case I will break it
down.
After the embedded entity invokes the game engine, the game engine
searches for a VCD file under "/Vampire/sound/character/". So in
this case, "/Vampire/sound/character/" is considered the BASE
DIRECTORY for the dialog engine.
line<index>_col_<speaker>.vcd
e : everyone/default
f : female (if PC is female)
n : nosferatu (if PC is nosferatu)
m : ventrue
The dialog engine will not actually look for a LIP file directly.
If a VCD file is found, it looks for a LIP file only if the
VCD has a speak event, and then the name of the lip file is based
on the name of the audio file and not on the name of the dialog
file.
What this means is, you can add new spoken NPC statements to the
game by
simply making a new line number in the DLG fle and creating a
corresponding
VCD file. If the VCD file points to existing NPC audio, you wont
have to
include the audio (mp3) or the lip file with your mod. This is handy
to
know as it can help to keep your mod size down.
------------------------------------------------------------------------
-------
V.2 VCD Internals
------------------------------------------------------------------------
-------
As mentioned earlier, VCD files provide general sequence and
synchronization
capabilities. There is A LOT that could be said about these files.
However,
all we care about right now is how they help us with dialogs. What is
the
minimum that you have to do to get audio to play?
actor "Vandal"
{
}
The actor is the NAME of the in game entity that the VCD data will be
applied
to. This is important. The audio that we set up will play at the
location of
the entity named "Vandal". However, if the entities name that you are
talking to is not Vandal, no audio will play. Another problem that can
happen
is if there is more than 1 entity on the map with the same name. The
engine
will play the audio at the first entity it comes across, which may or
may not
be the one standing in front of you.
The VCD files target actor is hard coded into the VCD file and can not
be
changed at runtime. Luckily, you CAN rename entities at runtime using
the
SetName() command.
Within the actor block are many different channels. Channels are
groups of
events that all start at the same time and execute simultaneously. VCD
files
support numerous channels, but the main one we are concerned with here
is
creating a channel with a speak event. The syntax looks like so:
actor "Vandal"
{
channel "My unique channel name"
{
event speak "My unique event name"
{
time 0.000000 14.461179
param "character/dlg/santa monica/vandal/line551_col_e.wav"
param2 "70dB"
fixedlength
}
}
}
time : When to start and stop within the associated sound file.
If you
want to use a small inner sound sample from another
existing
sentence, you can specify the start/stop range here
without
having to bloat your mod with a new mp3 file.
You can also use the time range to shave time off a
slightly
unsynchronized audio file without bloating the upload
with large
audio files.
channel "Gestures"
{
event gesture "A little something extra"
{
time 0.000000 14.666667
param "ACT_CONVERSE_NORMAL_TALK"
}
}
channel "Expressions"
{
event expression "A smiling finish"
{
time 12.000000 14.666667
param "vandal"
param2 "Joy"
event_ramp
{
1.0000 0.0000
}
}
}
Note that expressions and Gestures stop when the VCD is finished
"playing". If you want an expression/gesture to "stick" (angry
woman with
arms crossed for example), you will want to add SetDisposition to
the 6th
column of the DLG line. See the sections below for more
information on
gestures, expressions and dispositions.
You can also use channels for altering the volume of the audio to
create
inflection or correct audio issues without having to redistribute the
audio
files. (Of course if you are distributing the audio for the first
time, you
should try to get it right so that alterations are not needed).
actor "Vandal"
{
...
bonerename "Bip01" "Bip01"
}
------------------------------------------------------------------------
-------
V.3 LIP Internals
------------------------------------------------------------------------
-------
As mentioned in part A above, the LIP file that gets loaded is based
on the
name of the wav file that the speak event is associated with. To keep
life
simple we always place the VCD, LIP and MP3 files into the same
directory
together. (and name them with the same convention). This convention is
used
by the main quest and thus is probably a good idea if you want to keep
your
mod code maintainable.
Here is a small example lip file: I have spaced things for easy
reading, but
in reality you SHOULD NOT add scope spacing.
------------------------------------------------------
|VERSION 1.2 |
|PLAINTEXT |
|{ |
| "Whoa" |
|} |
|WORDS |
|{ |
| WORD Whoa 0.000 1.000 |
| { |
| 119 w 0.000 0.250 1.000 0 |
| 652 ah 0.250 0.750 1.000 0 |
| 596 ao 0.750 1.000 1.000 0 |
| } |
|} |
|EMPHASIS |
|{ |
|} |
|CLOSECAPTION |
|{ |
| english |
| { |
| PHRASE unicode 12 " W h o a " 0.000 1.000 |
| } |
|} |
|OPTIONS |
|{ |
| voice_duck 1 |
| speaker_name Neo |
|} |
------------------------------------------------------
PLAINTTEXT :
A summary of the sentence, likely copied from the dialog file. The
reality is that the contents of PLAINTEXT are completely arbitrary
and
have no impact on the game at all. The Plaintext block doesn't get
used
by anything nor does it need to match the WORDS block or the
CLOSECAPTION block. (Though it is convenient when it does).
WORDS :
A breakdown of how the mouth moves with the scene. The text that
follows
the WORD definition doesn't have to match anything (PLAINTEXT OR
CLOSECAPTIONING), however it normally does in practice to help
keep the
file maintainable.
The first 2 elements describe the mouth pose. At the time of this
writing
I do not have a comprehensive list of mouth poses. However, they
appear
to be global and you can use words\mouth poses said by any model
on any
other **model. (See notes below for exceptions)
The third and fourth element are your start and stop time.
I'm not certain what the last 2 numbers are, but some dialogs have
a zero
at the end and some dialogs do not. I find that the presence of
the zero
tends to affect the articulation emphasis of the models mouth. I
have
also found when copying and pasting words from various dialog
files that
mixing and matching lines that end with 0 and lines that don't end
with
zero will normally crash the game at runtime. You can remedy this
by
making them all the same.
CLOSECAPTION :
>>> str('"Whoa"').encode("utf-16")[2:]
yields:
"\x00W\x00h\x00o\x00a\x00"\x00
" W h o a "
The good news is that you don't NEED close captioning for 95% of
the game
text. If you know for certain that your audio is intended to
support a DLG
conversation, then I recommend that you leave the area blank:
CLOSECAPTION
{
}
If you ARE creating audio for a cut scene (or you are obsessive),
you have
two options. You can use a Hex Editor, which will allow you to see
and
insert the null characters, or you can use my lipedit utility.
http://docs.google.com/View?docID=dhgs89mq_16f265qwfk
Before running the script, prepare the lip file with a non-Unicode
sentence:
CLOSECAPTION
{
english
{
PHRASE unicode "Whoa" 0.000 1.000
}
}
Once the lip file is prepped, use Explorer to find the lipedit.py
script,
right click it and Select "Edit with IDLE"
** If you do not see "Edit with IDLE", then you need to install
python 2.1.2. (See I.3 - Standard Tools)
Two windows will pop up. CLOSE the one that contains the source
code.
Obviously you should replace the path info with the full absolute
path of
your input and output lip files.
This will read in, parse and update the unfinished Unicode block,
including updating the character count.
OPTIONS :
speaker_name : The name that the subtitle system will place next
to
spoken text during a cut scene if subtitles are
turned
on. It does NOT have to actually match the name of
the
entity. (hence why it is "optional")
Notes :
------------------------------------------------------------------------
-------
V.4 Creating Custom Audio
------------------------------------------------------------------------
-------
This is a little outside the scope of this tutorial, but why not.
A) Tools I used:
A nice middle of the road strategy that I have seen: Have the
first few
words spoken by the character, but not the whole sentence. Most
people
have enough imagination to carry out the rest of the sentence with
the
established voice.
This strategy will save you hours, days, if not weeks and months of
dialog
development time. It will also give you more freedom in designing
your
dialogs. Only the opening line even needs audio. Secondary lines
dont need
anything.
e.g.
{10}{...}{...}{#}{}{}{}{}{}{}{}{}{}
{11}{(AUTO-LINK)}{}{12}{}{}{}{}{}{}{}{}{}
{12}{Yes, what... }{Yes, what... }{#}{}{}{}{}{}{}{}{}{}
{13}{Response 1 }{Response 1}{}{}{}{}{}{}{}{}{}{}
{14}{Response 2 }{Response 1 }{#}{}{}{}{}{}{}{}{}{}
...
{25}{(STARTING CONDITION)}{ }{10}{1 }{}{}{}{}{}{}{}{}
B) Conversation Design
Normally when designing dialog for a game or mod, you would lock
yourself
in a room with a whiteboard or at least a lot of paper and
brainstorm on
what should be said by who and when... And in time you develop
your
scripts. Then you would send your scripts off to a recording
studio to be
spoken, and recorded by professional actors.
However, most mod developers don't have the luxury of some things
like
funding. Thus, many people will be looking to make use of
existing audio
and animation data.
<VTMB INSTALLATION>/Vampire/sound/character/
Copy all associated files (mp3, lip and vcd) to a working directory.
Then
uncompress all the mp3 audio as wav files and delete the mp3 files.
If you wish, you can create a single text file with all the spoken
text.
The lip files contain the sentences. You can do this the hard way
(by
hand) or if you have installed cygwin, you can do it the easy way:
- Start cygwin,
- Use "cd" to change directory to the working directory
( /cygdrive/c/... )
- from the working directory type:
(Be certain to open compiled.txt with WordPad the first time you
open it)
help_141_0.932.wav
me_311_5.876.wav
gasp_did_you_hear_that_521_7.234.wav
Now from a single directory, you could double click on files and see
if the
tonality is correct for certain combinations of words. This will
allow you
to form new sentences more effectively. Winamp allows you to queue
things
up easily by CTRL + Clicking wav files.So you can experiment and see
how
the end product might sound before you spend time appending
everything
together with CoolEdit.
If you need a specific word that doesn't exist, you can often piece
it
together by using 2 different words with similar syllables.
But occasionally, you just have to admit defeat and try to think of
a
different word.
D) Re-Composition
[ -_--_--################-___-_- ]
^ ^
| |
2.345 6.789
Each wav file has a lip file with data in it that tells the engine
how to
move the mouth with the words. Problem is, the time signatures in
the lip
files will not match up with the timing of your new sentence. If I
trimmed
the example above and I wanted to START a sentence with the word
that used
to reside at 2.345, I would need to subtract 2.345 from all the time
signatures within the lip file.
To use it, you will have to have installed python (See standard
Tools in
Section I). Right Clip lipedit.py, chose "Edit with idle". Two
Python
windows will pop up. Close the one with the source code in it. In
the
(mostly emtpy) window type:
help_141_0.932.wav
I would note that the first ACTUAL SYLLABLE of help begins at .915
>>>
lipedit.fix('C:\in\line141_col_e.lip','C:\output\help.lip',4.085)
Now I open up help.lip and past the correct time signature for
help
into a new lip file that I am creating for the sentence.
Note that the python script ONLY FIXES the time signatures. You
still have
to go in, copy out the words (with the corrected time signatures)
into a
new lip file and update the lip file with the text that should
appear to
the user in the subtitles.
If this all sounds crazy, then go look at a lip file and then come
back
here and you will know what I mean.
The last step is the vcd file. The easiest thing to do is simply
correct
the file name/path, the audio length and then remove expressions,
etc from
the rest of the file. Of course, you are also free to throw stuff
in. Just
remember that any existing material was thrown off by the trim. And
I
didn't make a py script to autofix vcd files.
Alternatively, if you have the means to record your own audio, you
can use
that. However, your biggest hurdle will be making realistic LIP
files. If
you DO decide to be brave and record your own audio, you may want to
generate text files of all the conversations. Then you can search
for a
word that you say and use the script to correct the timing (maybe).
Or you
could fudge it by hand. If I was piecing a line together word by
word from
scratch, I probably wouldn't bother with the python script.
Even if you cant find an exact word, something like it will normally
do.
For example, when muted, you probably cant tell if a models lips are
saying
devious or delicious.
========================================================================
=======
VI > > > > Animating NPCs with Python
========================================================================
=======
Dynamic:
1) Direct (SetAnimation)
2) Dispositions
3) Gestures (Interesting Places)
4) Schedules
Embedded
1) Scripted Sequences
2) Choreographed scenes
------------------------------------------------------------------------
-------
VI.1 > > > > Skeletal Animations
------------------------------------------------------------------------
-------
Models have a skeleton and a hull. The skeletons attach to the hull
and
control movement of the hull. (The hull is normally painted with a
skin).
The good news is that most HUMAN LIKE NPCS (2 arms, 2 legs and a
head)share a
common skeleton. Thus, there is a set of "standard" animations. This
is made
possible because the MDL format allows models that share the same base
skeleton to also share animations by linking to an external MDL file
were
common animations are defined.
models/character/shared/female/npc_allsequences.mdl
or
models/character/shared/male/npc_allsequences.mdl
npc_allsequences.mdl :
- linkto -> shared/.../animal_feed.mdl
- linkto -> shared/.../baseball.mdl
- linkto -> shared/.../bushhook.mdl
- linkto -> shared/.../claws.mdl
- linkto -> shared/.../finished_moves.mdl
- linkto -> shared/.../fists.mdl
- linkto -> shared/.../forced_feed.mdl
- linkto -> shared/.../katana.mdl
- linkto -> shared/.../knife.mdl
- linkto -> shared/.../meleeshared_onehand.mdl
- linkto -> shared/.../meleeshared_twohand.mdl
- linkto -> shared/.../misc.mdl
- linkto -> shared/.../move_and_ranged.mdl
- linkto -> shared/.../seductive_feed.mdl
- linkto -> shared/.../sherifsword.mdl
- linkto -> shared/.../sledgehammer.mdl
- linkto -> shared/.../stake.mld
- linkto -> shared/.../tireiron.mdl
- linkto -> shared/.../zombie_feed.mdl
If you take the time to open up each of these files with VPKTool Model
Tool
tab, you can see all the animation names listed in the info window at
the
bottom of the tool. I have taken the liberty of documenting these in
Appendix
H.
Examples:
dance01
dance02
dance03
cower_idle
cower2_idle
cower3_idle
Raw animations are generally not applied DIRECTLY within the game.
They
are used by internal mechanisms such as the combat system, gestures,
and schedules and by embedded elements such as scripted_sequence.
The only time they are used directly within the game is when you have
a
"prop_dynamic" object. For example, in the strip club, there
are dancers up on stage that you can't approach. They are in fact not
npcs but "prop_dynamic" objects with an animation set.
Example:
_EntCreate = __main__.CreateEntityNoSpawn
_EntSpawn = __main__.CallEntitySpawn
npc = __main__.FindEntityByName("targetNPCName")
e=_EntCreate ("prop_dynamic", npc.GetOrigin(),npc.GetAngles())
e.SetName("prop_" + npc.GetName)
e.SetModel(npc.GetModelName())
e.SetParent(npc)
npc.SetModel("models/null.mdl")
_EntSpawn(e)
e.SetAnimation("dance03")
Other models link to additional external MDL files for animations. For
example,
models/character/npc/common/lotusblossom_girl/lotusblossom_girl.mdl
links to character/shared/female/stripper.mdl in addition to the
common
animations.
NOTE:
------------------------------------------------------------------------
-------
VI.2 > > > > Facial Expressions
------------------------------------------------------------------------
-------
Not every model supports expressions, however if the model talks, then
generally it supports facial expressions. Each model that supports
expressions can define their own set of expressions. You can browse
the expressions for a given model\character under the
"Vampire\expressions" directory.
Example:
vv=mySpawnNPC("")
vv.SetExpression("Flirtatious")
NOTES:
i.e.:
------------------------------------------------------------------------
-------
VI.3 > > > > Dispositions
------------------------------------------------------------------------
-------
Common Dispositions:
--------------------
When setting a disposition, you specify a name and level. The name
corresponds to the body animation and the level corresponds to the
facial
mood.
Disposition Levels
---------------------------
Neutral [1]
Anger [1,2,3]
Joy [1,2,3]
Sad [1,2,3]
Fear [1,2]
Disgust [1]
Apathy [1]
Flirtatious [1]
Confused [1]
Lay [1,2,3,4]
Damaged [1]
Dead [1]
Sitting [1]
Bartender [1,2]
BehindBack [1]
Unique Dispositions:
--------------------
Disposition Levels
---------------------------
Therese [1,2,3] -> Therese Only
Lily [1,2] -> Lily Only
ChairDamaged [1,2] -> Lily Only
PrinceSitting [1] -> Chunk and Lacroix Only
vv=mySpawnNPC()
vv.SetDisposition("Apathy",1)
------------------------------------------------------------------------
-------
VI.4 > > > > Schedules and ScriptedDisciplines
------------------------------------------------------------------------
-------
FROM : vdata/system/disciplinetgt_xxx
SCHED_TROIKA_D_RAVENS
SCHED_TROIKA_D_TRANCE
SCHED_TROIKA_DISORIENTED
SCHED_TROIKA_D_BURROWING_BEETLE
SCHED_TROIKA_D_SPECTRAL_WOLVES
SCHED_TROIKA_D_SPECTRAL_WOLVES_ESCAPE
SCHED_TROIKA_D_BLOODSUCKERS_COMMUNION
SCHED_TROIKA_D_PESTILENCE" // Note: Dies at the end! (Dmg_Health
100%)
SCHED_TROIKA_SWAT_INSECTS
SCHED_TROIKA_D_HYSTERIA
SCHED_TROIKA_D_HALLUCINATION
SCHED_TROIKA_D_MASS_HALLUCINATION
SCHED_TROIKA_D_VISION_OF_DEATH
SCHED_TROIKA_D_BERSERK
SCHED_TROIKA_D_SUICIDE
SCHED_TROIKA_D_VISION_OF_DEATH
SCHED_TROIKA_D_BRAINWIPE
SCHED_TROIKA_D_BRAINWIPE_END
SCHED_TROIKA_D_POSSESSION
SCHED_TROIKA_D_DAZE
SCHED_TROIKA_D_BLOODSHOT_KNOCKBACK
SCHED_TROIKA_D_BLOODBOIL_EXPLODE
SCHED_TROIKA_D_BLOODBOIL_BOSS
* You can find other schedules by using the "picker" console command
from in
game.
Example:
vv=mySpawnNPC()
vv.ChangeSchedule("SCHED_TROIKA_D_TRANCE")
vv=mySpawnNPC()
vv.SetScriptedDiscipline("dominate 1")
------------------------------------------------------------------------
-------
VI.5 > > > > Gestures and intersting_place
------------------------------------------------------------------------
-------
ACT_CONVERSE_NORMAL_TALK
ACT_CONVERSE_NORMAL_LISTEN
ACT_COUCH_SIT_INTO
ACT_COUCH_SIT_IDLE
ACT_COUCH_SIT_OUTOF
ACT_COWER_INTO
ACT_COWER
ACT_COWER_OUTOF
ACT_COWER2_INTO
ACT_COWER2
ACT_COWER2_OUTOF
ACT_COWER3_INTO
ACT_COWER3
ACT_COWER3_OUTOF
ACT_DIE
ACT_DISORIENTED
ACT_DISPOSITION
ACT_DISPOSITION_MESMERIZED
ACT_DOORKNOCK
,,,
(See Appendix I for more)
All NPC's have a SetGesture() method on them. You can pass in one of
the
ACT_<gesture> strings, or you can pass in an animation name.
vv=mySpawnNPC()
vv.SetGesture ("ACT_COUCH_SIT_INTO")
vv.SetGesture ("ACT_COUCH_SIT_OUTOF")
OR
vv=mySpawnNPC()
vv.SetGesture ("CouchTV_Into")
vv.SetGesture ("CouchTV_outof")
Single shot animations and gestures will execute only once and then
stop.
However looping animations and gestures will continue to execute over
and
over again as part of the npc's schedule. Furthermore, the looping
IDLE_DISPOSITION gesture is hard coded into all the SCHED_TROIKA_IDLE
schedule so that an npc will always alternate between the idle action
and the
looping gesture you assign them.
A) scripted_sequence
Alternatively, you can add the values up from the value colum
of those
bits you wish to enable.
Persistent + Post Idle Animation Enabled = 4 + 256 = 260
] import custom
] vv=custom.mySpawnNPC("vv")
] seq=FindEntityByName("vv_mesmerized")
] seq.SetOrigin(vv.GetOrigin())
] seq.BeginSequence()
Option Details:
B) logic_choreographed_scene
For example, the opening scene of the game uses a scene with 4
npcs to
have your PC and their sire kneel in front of the theater.
{
"classname" "logic_choreographed_scene"
"targetname" "mylapdance"
"origin" "-1768.03 -2602.09 144.03"
"angles" "0 300 0"
"position_start" "1"
"position_end" "3"
"hide_ents" "0"
"force_lod" "0"
"target1" "noone"
"target2" "vv"
"BaseAnim"
"models/cinematic/Hollywood/Vesuvius/Lap_danceGroup_4.mdl"
"SceneFile" "sound/cinematic/Hollywood/Vesuvius/custom.vcd"
"OnCompletion" " mylapdance,Start,,0,-1,,"
}
|--------------------------------------------------------------------|
|Filename = [<vampire root>/sound/cinematic/.../custom.vcd]
|
|--------------------------------------------------------------------|
|actor "noone"
|
|{
|
| channel "Anim"
|
| {
|
| event sequence "Lap_dance"
|
| {
|
| time 0.000000 3600
|
| param "entire_scene"
|
| }
|
| }
|
| bonerename "Bip02" "Bip01"
|
|}
|
|actor "vv"
|
|{
|
| channel "Anim"
|
| {
|
| event sequence "Lap_dance"
|
| {
|
| time 0.000000 3600
|
| param "entire_scene"
|
| }
|
| }
|
| bonerename "Bip01" "Bip01"
|
|}
|
|fps 60
|
|snap off
|
|--------------------------------------------------------------------|
To run the animation, you would create a vv model named "vv", a null
model
named "noone" and then call the Start() method on the embedded entity.
] import custom
] vv=custom.mySpawnNPC("vv")
] noone=custom.mySpawnNPC("noone","models/null.mdl")
] scene=FindEntityByName("mylapdance")
] scene.Start()
Since the vv model is a real NPC (and not a prop_dynamic), you can set
her expression:
] custom.SetExpression(vv,"Sly Smile")
------------------------------------------------------------------------
-------
VI.7 Creating new Animations
------------------------------------------------------------------------
-------
1) The Reality
No one has been able to add NEW SKELETAL ANIMATIONS to the game
(aside
from facial lip animations). Luckily the game comes with hundreds
if not
thousands of existing animations that can be applied to any NPC
with a
human like skelton.
2) There is no spoon...
Unfortunately, the animation would involve many mdl files and thus
be
huge. It would also only be applicable to a single model. You
would
likely only use this hack for a final boss fight or possibly a foe
that
is extremely common (sabbat?).
========================================================================
=======
VII. > > > > Editing Models/Skins
========================================================================
=======
This section covers a broad range of topics. Before I begin, let me
re-iterate what was said in the very first section of this tutorial:
YOU CAN:
------------------------------------------------------------------------
-------
VII.1 Basics
------------------------------------------------------------------------
-------
Additionally, MDL files may link to other MDL files internally for
shared animations.
------------------------------------------------------------------------
-------
VII.2 MDL File Details
------------------------------------------------------------------------
-------
MDL Files contain a lot of information. You can view more of this
information
using VPKTool. Use the Model Tools tab to select a .mdl file and open
it.
##############################
#######################
--> # search/path/TEXTURE1(.vmt) # --> #
/full/path/TEXTURE1 #
#########/ ##############################
#######################
# MDL #
#########\ ##############################
#######################
--> # search/path/TEXTURE2(.vmt) # --> #
/full/path/TEXTURE2 #
##############################
#######################
Aside from the texture info, it lists the models animations. Most
Animations come from a shared animations mdl file. Normally:
/models/character/shared/[male\female]/npc_allsequences.mdl
------------------------------------------------------------------------
-------
VII.3 Changing the Default Player Models
------------------------------------------------------------------------
-------
The instructions below assume you have extracted the contents of all
the
.vpk files somewhere accessible.
This is hands down the most common scenario and the most commonly
asked
question on the forums.
Player models are "special" because you can wear 4 different sets of
armor throughout the game. So, to support 1 clan/gender requires 4
different model files. For example, the male Brujah uses the models:
models\character\pc\male\brujah\armor0\brujah_male_armor_0.mdl
models\character\pc\male\brujah\armor1\brujah_male_armor_1.mdl
models\character\pc\male\brujah\armor2\brujah_male_armor_2.mdl
models\character\pc\male\brujah\armor3\brujah_male_armor_3.mdl
Without changing clandoc000.txt (do that at your own risk), the game
engine will look for these 4 files when dealing with male Brujahs. So,
in
order to replace the Brujah with a different model, you must clobber
not
one, but all four of these model files (and their support files).
1) I go to Jeanettes directory:
models\character\npc\unique\santa_monica\jeanette\
jeanette.dx7_2bone.vtx
jeanette.dx80.vtx
jeanette.mdl
jeanette.phy
models\character\pc\female\malkavian\
armor0\jeanette.phy ->
armor0\malkavian_female_armor_0.phy
armor0\jeanette.mdl ->
armor0\malkavian_female_armor_0.mdl
...
armor1\jeanette.phy -> armor1\malk_girl_armor_1.phy
armor1\jeanette.mdl -> armor1\malk_girl_armor_1.mdl
...
armor2\jeanette.phy -> armor2\malk_girl_armor_2.phy
armor2\jeanette.mdl -> armor2\malk_girl_armor_2.mdl
...
armor3\jeanette.phy -> armor3\malk_girl_armor_3.phy
armor3\jeanette.mdl -> armor3\malk_girl_armor_3.mdl
NOTES:
You can only play the game with HUMAN LIKE characters (2 hands, 2
legs,
torsoe and a head). Other models may look cool, but they can't
execute
the skelton animations thus preventing you from attacking,
jumping,
running, etc...
If you want to reskin a swapped play model, you would target the
skins associdated with the original model. In this case,
Jeannette.
The mdl files above were renamed, but internally they still point
to
Jeanettes textures and resources.
------------------------------------------------------------------------
-------
VII.4 Working with downloaded Skins
------------------------------------------------------------------------
-------
The instructions below assume you have extracted the contents of all
the
.vpk files somewhere accessible.
To keep things simple, we will start with the typical scenario: you
Download someone else's skin from the internet and want to install
it
into the game. For this example, we will use Dark VV:
http://vh.noirscape.org/files.php?action=showfile&file=174
Most 3rd party skins REPLACE the existing Skin. This is done by
Clobbering the original skins vmt, ttz and tth files.
Following the chart above, the MDL will find the new VMT files (by
the
same name) which point to the new Texture files (by the same name).
The key here is that the mdl file is unchanged. Thus, when you play
the
game, the new skin will be visible on the original character.
Why replace VV's skin, when you can install an additional outfit?
The main
reason is because normal people wouldn't know how to use/access the
skin.
However, As a script savy modder armed with this guide, this
shouldn't
phase you.
THE MODEL:
----------
Copy the Original MODEL files (mdl, vtx, phy, etc...):
FROM: \Vampire\models\character\npc\unique\downtown\vv\*
TO : \Vampire\models\character\npc\unique\downtown\vv2\*
OPEN: \Vampire\models\character\npc\unique\downtown\vv2\vv.mdl
UPDATE: "Texture Search Path", change directory to vv2
COMMIT ALL CHANGES: When you hit this button, it will prompt
you for a
place to save. Save as a new name:
\Vampire\models\character\npc\unique\downtown\vv2\vv2.mdl
FROM:
\Vampire\models\character\npc\unique\downtown\vv2\vv.mdl
THE SKIN:
---------
Copy MATERIALS:
FROM:
\Vampire\materials\models\character\npc\unique\downtown\vv
TO :
\Vampire\materials\models\character\npc\unique\downtown\vv2
UNZIP SKIN:
TO :
\Vampire\materials\models\character\npc\unique\downtown\vv2
Note that the zip file may contain the full directory path. Be
Certain to unzip the files directly to the taget directory
(vv2 in
this case). You should be prompted about overwriting existing
files.
Say yes.
UPDATE VMT(s)
INSIDE:
\Vampire\materials\models\character\npc\unique\downtown\vv2
The method above is the easy way. The downside is that a lot of
textures may unnecessarily be duplicated.
pc=__main__.FindPlayer()
pc.SetModel("models/character/npc/unique/downtown/vv2/vv2.mdl")
npc=__main__.FindEntityByName("<npc_instance_name>")
npc.SetModel("models/character/npc/unique/downtown/vv2/vv2.mdl")
Vampire\models\scenery\physics\cube\cube.mdl
If you create this entity and assign it to the variable "cube" you
can
change its skin using the command:
cube.FadeToSkin(1)
Cube only requires 1 texture, but the MDL file has 4 textures.
When an
mdl file has more textures than a model needs, FadeToSkin(#)
attempts
to reload the skin starting with an offset that corresponds to #.
However, VPKTool does not allow you to ADD textures to the MDL
file, so
there is no way to take advantage of the engines multiple skin
support
using VPKTool alone. There may be a way using more advanced
external
tools, but that is outside the scope of this tutorial.
------------------------------------------------------------------------
-------
VII.5 Editing Skins yourself
------------------------------------------------------------------------
-------
The instructions below assume you have extracted the contents of all
the
.vpk files somewhere accessible. For this example, we will create a
WHITE
business suit for Therese.
http://gimp-win.sourceforge.net/stable.html
GIMP comes with a DDS plugin already installed that allows you to SAVE
as
DDS. If you use another image editing program, you will need to find a
DDS plugin or a TGA to DDS stand alone conversion utility from the
internet.
Example :
...\Vampire\materials\models\character\npc\unique\santa_monica\therese
<Desktop>\work
- Run VPKTool
- Click on the "Texture Tools" Tab
- Browse to your working directory
- Select a TTZ file.
- Click on the "Convert TTZ to TGA" button.
- Repeat C steps above for each TTZ file.
E) Open the File up in Gimp (Or you image editing program of choice)
businesssuit_body.tga
businesssuit_skirt.tga
Once the 3 fabric areas are selected, from the Menu, select :
Colors -> Invert
When you save, specifiy "DDS" as the file format you wish to save
in.
COMPRESSION : DXT5
[X] Generate mipmaps
If this is not available (because your not using GIMP) You can save
as
TGA, but you will need to find a TGA to DDS conversion program from
the
internet.
Open up the Skirt file and invert the entire image then save in the
same
fashion.
- Run VPKTool
- Click on the "Texture Tools" Tab
- Browse to your working directory for your DDS files.
- Check the Header Information:
This will create a new TTZ file AND update the local TTH file. You
must maintain both.
Now when you see Therese, she will have a WHITE suit on instead of
a dark brown suit.
G) Transparency Notes
If you add transparency to the image, you may have to update the
texture's
associated VMT file to inform the game engine that the texture now
has
transparent regions. Otherwise, the transparency information may be
ignored by the engine. The most important thing to take from the
example below is the "$translucent" attribute. If you are not using
Gimp to save your DDS file, you should be certain to specify DXT5
using
whatever DDS conversion program you are using.
VertexLitGeneric
{
"$translucent" 1
"$basetexture"
"path\to\your\in\game\texture\without\a\file\extension"
"$nocull" "1"
}
------------------------------------------------------------------------
-------
VII.6 Deforming Models yourself
------------------------------------------------------------------------
-------
How it works:
The instructions below assume you have extracted the contents of all
the
.vpk files somewhere accessible. Here I will take you through the
motions of exporting a model, making an easy change and importing it
back into the game. The final product will also demonstrate to you why
you can't make significant changes (especially to arms and legs).
1) Preliminary:
- Goto http://www.python.org
- Find Python 2.52 (Feb 2008 release). Download and install.
C:\Users\[YOU]\AppData\Roaming\Blender Foundation\...
4) Install BlenderImportExport242.zip
http://paine.planetvampire.gamespy.com/?
action=files&op=cat&id=15
Full_Vamped_import.py
VampEd_mdl.py
|
|
V
C:\Program Files\Blender
Foundation\Blender\.blender\scripts
Within Blender: From top to bottom, you will see a menu bar,
then
a pane with a wireframe dialgram, 2 more menu bars and then
a bottom pane with full boxes.
The top menu bar will have an "i" icon at the far left.
The middle menu bar will have a "#" icon at the far left.
The word "Scripts" will appear in the 3rd menu bar. Click on
"Scripts" and Select "Update Menus"
The bottom pane should become a file browser. If all has gone
well,
you are ready to move on to the next step.
(VTMB)/Vampire/models/character/npc/unique/santa_monica/heather/
Now, right click the directory that the .mdl file resides in
within
the Directory Explorer and select "Paste as D3D.x".
When all is said and done, you should have a .x and a .mdl file
that
both reside in the same directory.
Browse to :
(VTMB)\Vampire\models\character\npc\unique\santa_monica\heather
D) Manuvering:
E) Scaling :
F) Exporting:
models\character\npc\unique\santa_monica\heather\heather.mdl
The changes where merged into the .mdl file and saved
as heather.mdlx. To use the new model, simply remove
the "x" from the end of the new model and paste it
back into VTMB. (generally backup the original .mdl
first).
G) Testing
1) Use PackfileExplorer:
If you rename the .mdlx file to .mdl, you can once again
view it using pcakfileExplorer and it will show you how
it will look in game. It is important to activate the
animations.
2) Use VTMB
Start up VTMB
Load a game
From console :
] pc = FindPlayer()
]
m="models/character/npc/unique/santa_monica/heather/heather.mdl"
] pc.SetModel(m)
In both cases above, since we shrunk heather, she will look like a
mutant because the fingers, elbows, knees, feet, etc... are still
pulled to their normal locations for the models animation.
If you were trying to update a character for a new outfit and want
to eliminate some of the clothing edges from the model... that
would probably work fine. But major edits cause the mutant effect
you are likely seeing.
========================================================================
=======
VIII. > > > > Cameras and Cut scenes
========================================================================
=======
A basic how to is embedded in the code. After you extract all the
vpk files, see:
========================================================================
=======
IX. > > > > Custom Items
========================================================================
=======
------------------------------------------------------------------------
-------
IX.1 Item Slots
------------------------------------------------------------------------
-------
If you extract all of the vpk files and look in the directory:
/Vampire/vdata/items
You will see configuration files for all the game items.
You can edit these files and update the weapons, however you can not
add
new files or make an item do something it wasn't meant to do.
In this regard, you can think of VTMB as having a large (but limited)
number
of item slots that can be used/updated. Some of them were not even
used with
the original release of the game.
As for item and weapon models; like character models, you can not
import new
models. All you can do is deform existing models. This has been
discussed
in other sections and holds true for item/weapon models as well.
------------------------------------------------------------------------
-------
IX.2 Item File Details
------------------------------------------------------------------------
-------
WeaponData
{
"printname" "Item Name"
"description" "Item Description"
"viewmodel"
"models/weapons/anaconda/view/v_anaconda.mdl"
"playermodel"
"models/weapons/anaconda/ground/g_anaconda.mdl"
"wieldmodel_f"
"models/weapons/anaconda/wield/w_f_anaconda.mdl"
"wieldmodel_m"
"models/weapons/anaconda/wield/w_m_anaconda.mdl"
"infomodel"
"models/weapons/anaconda/info/i_anaconda.mdl"
"origin_x" "6"
"origin_y" "4"
"origin_z" "69"
"anim_prefix" "anaconda"
"activation0" "Single"
"activation1" "Fan"
"jammed0" "Jammed"
"jammed1" "Jammed"
"bucket" "1"
"bucket_position" "1"
"camera_class" "ranged"
"weight" "3"
"item_flags" "0"
"item_type" "weapon_firearm"
"sound_group" "Anaconda"
"equip_mask" "Normal"
"uses_accuracycursors" "1"
"impact_snd_group" "bullet"
"muzzleflash_particle" "W_ThirtyEight_Emitter"
"muzzlesmoke_particle" "W_ThirtyEight_Emitter-Smoke"
"viewmuzzleflash_particle" "W_ThirtyEight_Emitter"
"viewmuzzlesmoke_particle" "W_ThirtyEight_Emitter-Smoke"
"item_worth" "250"
SoundData { . . . }
Magazine { . . . }
Activation { . . . }
SpriteData { . . . }
}
Most of the fields are self explanatory. Those that are not... well I
would
be lying if I told you what I knew what they all meant. Hopefully
others
will inform me later and I can update this guide.
What I CAN do it tell you some of the values that are currently used
by
the game:
anim_prefix :
"none" "deserteagle"
"fist" "m37"
"loclpick" "sledgehammer"
"baseballbat" "mac10"
"katana" "knife"
"baton" "rem700"
"bushhook" "crossbow"
"claw" "sheriff_sword"
"grenade" "steyr"
"anaconda" "uzi"
"glock" "tireiron"
"revolver" "thirtyeight"
"supershotgun"
activation[01] :
"Attack"
"Throw"
"Single"
"Single Pump"
"Full Auto"
"Roll"
"Fan"
"Error"
jammed[01]
"Jammed"
camera_class
"ranged"
"noswitch"
"armor"
"weapon_thrown"
"weapon_firearm"
"weapon_melee"
"weapon_firearm hidden"
"weapon_melee hidden"
"hidden hidden"
"hidden"
"generic"
"powerup"
"bloodpack"
equip_mask:
"Normal"
"Normal No_Npc"
"Never"
"ClawedForm"
"WolfForm"
NOTE : It would appear as though this value means when the item
should
become visible/Usable. IE: Some items are ClawedForm,
which
means you would not be able to use them as the PC (without
editing
the item file).
------------------------------------------------------------------------
-------
IX.3 Item Naming and Categories
------------------------------------------------------------------------
-------
There are very few armor items available in the game. When you use
armor,
it (normally) increases your armor rating. Some general purpose
items
can also provide protections. However, what makes armor special is
that
it is the only item that will cause the PC to change their model
when
the item is equiped. (If the players current vclan links to a
class that
has multiple models for the armor classes set up. See Appendix F
for
more info on vclans).
Keys and money are very similar. When you pick up a key, it
immediatly
becomes managed by (consumed by) the keychain. The key has no
inventory
sprite. Money clips are the same way. When you pick them up, they
are
immediatly managed by (consumed by) your wallet.
The money objects are not actually money. They are simply
containers for
money. When the objects are embedded in the maps, they are told
how
much money they contain.
{
"classname" "item_m_money_clip"
"targetname" "cash"
"starting_money "200"
...
}
What makes a weapon special is that it is the only item that will
relink the PC's skeleton to new animations for attack/look around/
etc. It is also the only item that will change the players
weapon model when used. Finally, like armor we can detect what
weapon is being used through the HasWeaponEquipped() method from
python. From a scripting perspective, this has important
implications as discussed below.
While there are 53 slots, not all are usable. In some cases,
weapons
are specifically designed for a particular creature/monster. In
essence,
the developers used the item to link the (unusual) creature's
model/skeleton to its attack animation. You can equip these
weapons, but
their animations may not work on a human skeletons.
Generic items are ... well.. generic. Mostly quest items (test for
presence in inventory) and bloodpacks. Bloodpacks are interesting
because they are one of the few items you can actually use
directly
from inventory. While they edit your health, unforunately, so
can a lot of other things... so there is no reliable way of
detecting usage of bloodpack marked items.
------------------------------------------------------------------------
-------
IX.4 Discovering unused Item Slots
------------------------------------------------------------------------
-------
A lot of items were embedded into the game that are not used. How do
you
know what is used and what isn't? Not an easy question.
A) Grep
Don't pay attention to hits on the .vpk files. What you care about
is if
it is in the metadata of a BSP map file, a python script (.py) or
dialog
file (.dlg).
C) A few examples:
item_p_occult_lockpicking
item_g_ring_serial_killer_1
You can edit these items, there description, what (existing) model
they
use to display etc... However, when embedding them within a map or
accessing them from your scripting code, you will still have to
refer
to them by their original name.
------------------------------------------------------------------------
-------
IX.5 Freeing up Item Slots
------------------------------------------------------------------------
-------
There are a finite number of item slots. Sometimes, adding a new item
to the
game means getting rid of something else. If you are building your mod
on
top of someone else's mod and you wish to add a special item, you must
be
certain that you do not use an item that one of your support mods
depends
on.
Note the word "depend". If it is not necessary for the mods function,
then
you can remove the item from the mod so that you can use it.
Last but not least, you can update the game to free up items. For
example,
many items exist just in case you kill someone. Mercurio, the cook
and Doris at the diner. You can simply make these people invincible
and
walla... no more need for backup items. The need for many of the keys
can
be eliminated by using python scripts to automatically open doors as
well.
------------------------------------------------------------------------
-------
IX.6 Capturing Weapon usage Events
------------------------------------------------------------------------
-------
The VTMB engine does not provide a nice way to capture events. I will
discuss 2 approaches here which are work arounds. Ultimately, these
methods require an item that you can detect usage using python.
IE : You know what armor the pc is using. You also know what weapon
they have equipped. With some fancy state flags you could maybe detect
when stats/health have increased as a result of an item being used.
The console also supports the concept of key bindings. A key can
be bound
to execute a string, or execute an alias:
+foo will execute when the f key goes down and -foo will execute
when the
f key comes up, even though you only bind f to +foo.
|--------------------------------------------------------------------|
|Filename = [<vampire root>/Vampire/cfg/autoexec.cfg]
|
|--------------------------------------------------------------------|
| // Required by Mod
|
| alias u_i_1
"__main__.ScheduleTask(0.0,'OnPlayerAttackStart()')" |
| alias u_i_2 "__main__.ScheduleTask(0.0,'OnPlayerAttackEnd()')"
|
| alias +m_attack "u_i_1;+attack"
|
| alias -m_attack "u_i_2;-attack"
|
|--------------------------------------------------------------------|
Notice the code above uses ScheduleTask. This forks the event off
so
that it returns quickly and prevents any python errors/exceptions
from
breaking the users ability to attack.
|--------------------------------------------------------------------|
|Filename = [<vampire root>/Vampire/python/vamputils.py]
|
|--------------------------------------------------------------------|
| ...
|
| def OnPlayerAttackStart():
|
| if
__main__.FindPlayer().HasWeaponEquipped("item_my_weapon") |
| print "THEY ARE USING MY EDITED WEAPON!\n"
|
| # MAKE PC UNSEEN but unable to move (example)
|
| __main__.ccmd.notarget=""
|
| __main__.ccmd.player_immobilize=""
|
|
|
|
|
| def OnPlayerAttackEnd():
|
| if
__main__.FindPlayer().HasWeaponEquipped("item_my_weapon") |
| print "THEY STOPPED USING MY ITEM/WEAPON!\n"
|
| __main__.ccmd.notarget=""
|
| __main__.ccmd.player_mobilize=""
|
|
|
|--------------------------------------------------------------------|
The last part is the tricky part. For all of this to work, the
USER
must manually hook up the +m_attack you defined within their
config.cfg
so that your script receives the OnPlayerAttackStart and
OnPlayerAttackEnd notifications.
|--------------------------------------------------------------------|
|Filename = [<vampire root>/Vampire/cfg/config.cfg]
|
|--------------------------------------------------------------------|
| ...
|
| bind "MWHEELUP" "invprev"
|
| bind "MOUSE1" "+m_attack" // changed from bind "MOUSE1"
"+attack" |
| bind "MOUSE2" "vdiscipline_last"
|
| ...
|--------------------------------------------------------------------|
And this is the dilemma with this solution. It requires a user who
is not
afraid to get their hands dirty with a config.cfg file. Still it
works
and in some ways it is less intrusive since the user KNOWS what
you are
doing.
|--------------------------------------------------------------------|
|Filename = [<vampire root>/Vampire/cfg/autoexec.cfg]
|
|--------------------------------------------------------------------|
| // Required by Mod
|
| alias execonsole "exec console.cfg"
|
| alias u_i_1 "__main__.ScheduleTask(0.0,'
OnPlayerAttackStart()')" |
| alias u_i_2 "__main__.ScheduleTask(0.0,'
OnPlayerAttackEnd()')" |
| alias +m_attack "u_i_1;+attack"
|
| alias -m_attack "u_i_2;-attack"
|
|--------------------------------------------------------------------|
The idea is, when the game loads, we fix the attack binding to
point
to our custom binding. Easier said than done. For one thing,
this
involves reading in the config.cfg file, parsing it for
"+attack"
and then sending a command to the game to rebind the associated
key with "+m_attack". And we must not forget that the player can
bind multiple keys to +attack (MOUSE1 and the letter "q" for
example)
|--------------------------------------------------------------------|
|Filename = [<vampire root>/Vampire/python/vamputils.py]
|
|--------------------------------------------------------------------|
| ...
|
| def OnPlayerAttackStart():
|
| ...
|
|
|
| def OnPlayerAttackEnd():
|
| ...
|
|
|
| def FixAttackBinding():
|
| data = ''
|
| fin = None
|
| try:
|
| fin = open('Vampire/cfg/config.cfg',"r")
|
| line = fin.readline()
|
| while line:
|
| s = line.rfind('"+attack"')
|
| if -1 != s:
|
| r = s
|
| s = line.find(' ')
|
| data='%sbind %s "+m_attack"\n' %
(data,line[s:r].strip()) |
| line=fin.readline()
|
| finally:
|
| if fin: fin.close()
|
|
|
| if 0 != len(data):
|
| cfg=open('Vampire/cfg/console.cfg', 'w')
|
| try: cfg.write(data)
|
| finally: cfg.close()
|
| __main__.ccmd.execonsole=""
|
|
|
| FixAttackBinding()
|
|--------------------------------------------------------------------|
The game doesn't really support this, but here I talk about
workarounds.
There are two workarounds. The easy and the hard work around. The
hard
work around involves computing a range of values that represents a
cone
in the direction that the PC is facing and then grabbing the
coordinates
of all the NPCs on the map and seeing who is in that cone and who
is
closest. This actually isn't that hard if you treat the map as a
2D map,
however when you bring the z axis into the equations (maybe pc is
looking
up at a balcony), the computations get more difficult. Other than
the
mathematical complexity, the other issue with this approach is
that
python is slow compared to C++.
The two console methods I was able to use with this method:
npc_freeze
npc_hearing_sensitivity #.#
|--------------------------------------------------------------------|
| ...
|
| # STUN GUN...
|
| def OnUsedMyWeapon(targetNPC):
|
| print "TARGET [%s] " % targetNPC.GetName()
|
| targetNPC.Faint()
|
|
|
| def OnPlayerAttackStart():
|
| if __main__.FindPlayer().HasWeaponEquipped("item_my_item")
|
| __main__.grapple=None
|
| __main__.ccmd.npc_freeze=""
|
| __main__.ScheduleTask(0.1,'OnGrappleNPC()')
|
|
|
| def OnPlayerAttackEnd():
|
| pass
|
|
|
| def OnGrappleNPC(found=0):
|
| if found:
|
| OnUsedMyWeapon(__main__.grapple)
|
| else:
|
| npcs = __main__.FindEntitiesByClass("npc_V*")
|
| for npc in npcs:
|
| try:
|
| if (npc.playbackrate==0.00):
|
| __main__.grapple=npc
|
| __main__.ccmd.npc_freeze=""
|
|
__main__.ScheduleTask(0.1,'OnGrappleNPC(1)') |
| break;
|
| except:
|
| pass
|
|
|
| def FixAttackBinding():
|
| ...
|
|--------------------------------------------------------------------|
npc_hearing_sensitivity 1.2
========================================================================
=======
X. > > > > Miscellaneous
========================================================================
=======
A) Death
This means when you embed new data into map files, you should
always
append changes to the bottom so that you don't risk messing up
other
index references.
========================================================================
=======
XI. > > > > Legalities
========================================================================
=======
YOU CAN'T MAKE ANY MONEY FROM YOUR MOD (ie : you can't sell it)
========================================================================
=======
XII. > > > > Common Scenarios
========================================================================
=======
# degToRad : r = d/(360/2pi)
xoffset = dist * _cos((angle/(360/(2*_pi))))
yoffset = dist * _sin((angle/(360/(2*_pi))))
def RevAngle(angle):
return (abs(((angle+180)/360)-0.5)*360)-180
def _Near(self,loc,r=200):
loc2=self.GetOrigin()
xd=loc2[0]-loc[0]
yd=loc2[1]-loc[1]
zd=loc2[2]-loc[2]
return (r*r) > (xd*xd) + (yd*yd) + (zd*zd)
Character.Near=_Near
D) Like Traceline, but you can offset the point by an angle. IE: 90
would be
the point directly to your right. angle 0 would be the same as
TraceLine().
------------------------------------------------------------------------
----
## USAGE : loc = FindPlayer().TraceCircle(50,90)
##
## Param 1 = distance from entity
## Param 2 = angle from entities current facing
pos = self.GetOrigin()
angle = self.GetAngles()[1] + angleOffset
# degToRad : r = d/(360/2pi)
xoffset = radius * _cos((angle/(360/(2*_pi))))
yoffset = radius * _sin((angle/(360/(2*_pi))))
Character.TraceCircle=_TraceCircle
def _IsStealth(self):
squating = ((self.GetCenter()[2] - self.GetOrigin()[2]) == 18)
return (self.active_obfuscate or squating)
Character.IsStealth=_IsStealth
def SpawnEntity(entityName="", \
entityType="npc_VVampire", \
model="models/character/npc/unique/downtown/vv/vv.mdl", \
distance=50):
pc = __main__.FindPlayer()
position = pc.GetOrigin()
angle = pc.GetAngles()[1]
def SpawnNPC(npcName="", \
model="models/character/npc/unique/downtown/vv/vv.mdl", \
distance=50):
def SpawnThing():
pc = __main__.FindPlayer()
position = pc.GetOrigin()
angle = pc.GetAngles()[1]
point = TraceLine(position,angle,50)
thing = __main__.CreateEntityNoSpawn("prop_physics", point,
(0,0,0) )
thing.SetModel("models/scenery/structural/society/stool.mdl")
thing.SetName("myThing")
__main__.CallEntitySpawn(thing)
# Add sparkles...
look = __main__.CreateEntityNoSpawn("inspection_node", point, (0, 0,
0))
look.SetParent("myThing")
__main__.CallEntitySpawn(look)
def LimitSet(iteration,setid):
npc = None
modelindex = -1
timestalked = -1
oldTT = -1
oldMI = -1
oldID = -1
oldIter = 512
try:
npc = __main__.npc
modelindex = npc.modelindex
timestalked = npc.times_talked
except:
npc = __main__.FindPlayer()
try:
oldTT = npc.limitset_timestalked
oldMI = npc.limitset_modelindex
oldID = npc.limitset_id
oldIter = npc.limitset_iteration
except:
pass
if (timestalked != oldTT) or (modelindex != oldMI) or (setid !=
oldID) or not (iteration > oldIter):
npc.limitset_timestalked=timestalked
npc.limitset_modelindex=modelindex
npc.limitset_iteration=iteration
npc.limitset_id=setid
return 1
return 0
1) Removing/Hiding
All entities support the Kill() function, which removes the entity
from
the game world completely.
ent.Kill()
ent.ScriptUnhide().
ent.SetModel("models/null.mdl")
========================================================================
=======
XIII. > > > > Example Scripts
========================================================================
=======
A) newpower.py :
URL : http://docs.google.com/View?docID=dhgs89mq_14gvrq9xc6
<View?docID=dhgs89mq_14gvrq9xc6>
========================================================================
=======
< < < < < FREQUENTLY ASKED QUESTIONS > > > > >
========================================================================
=======
========================================================================
=======
< < < < < VTMB LINKS > > > > >
========================================================================
=======
1) http://www.vampirebloodlines.com/
2) http://www.planetvampire.com
If you want to talk about the game, the forums here can't be beat.
3) http://www.patches-scrolls.de/vampire_bloodlines.php
4) http://www.strategyinformer.com/pc/mods/..."
<http://www.strategyinformer.com/pc/mods/vampirethemasqueradebloodlines/
mod.html>
5) http://www.fileplanet.com/94454/0/section/Vampire:...
<http://www.fileplanet.com/94454/0/section/Vampire:-The-Masquerade---
Bloodlines>
6) http://browse.files.filefront.com/Vampire...
<http://browse.files.filefront.com/Vampire+the+Masquerade+Bloodlines+Mod
ifications/;1324034;/browsefiles.html>
8) http://www.tessmage.com/
Tess specializes in Skin's and even supports his own Unofficial Patch.
9) http://vh.noirscape.org/files.php?cat=2
10) http://paine.planetvampire.gamespy.com/?action=files
11) http://vampirebloodlines.ru/combat/files/
12) http://corellon.clandlan.net/index.php?page=corellon/vtmb/index
13) http://www.vampire-network.net/
14) http://bloodbound.freeforums.org/index.php
========================================================================
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< < < < < APPENDICES > > > > >
========================================================================
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------------------------------------------------------------------------
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A. > > > > Entity Classes
------------------------------------------------------------------------
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ai_script_conditions logic_choreographed_scene
aiscripted_schedule logic_npc_condition
aiscripted_sequence logic_pythoncheck
ambient_generic logic_relay
ambient_location logic_squad_condition
ambient_soundscheme logic_timer
camera_cinematic logic_visibility_test
camera_keyframe math_counter
camera_track move_rope
env_beam mover_keyframe
env_fade npc_VAndreiBlood
env_floating_camera npc_VAsianVampire
env_particle npc_VBach
env_particle_hud npc_VBrujah
env_physexplosion npc_VCamera
env_physimpact npc_VCameraSecurity
env_shake npc_VChangBrosBlade
env_shooter npc_VChangBrosClaw
env_spark npc_VCop
env_sprite npc_VDialogPedestrian
env_steam npc_VGargoyle
events_player npc_VGhoulCroucher
events_world npc_VHengeyokai
filter_activator_class npc_VHuman
filter_activator_feat npc_VHumanCombatPatrol
filter_activator_inventory npc_VHumanCombatant
filter_activator_mass npc_VLasombra
filter_activator_name npc_VManBat
filter_multi npc_VMingXiao
func_areaportal npc_VNewscaster
func_areaportalwindow npc_VPedestrian
func_breakable npc_VProneDialog
func_breakable_surf npc_VRat
func_brush npc_VSabbatGunman
func_button npc_VSabbatLeader
func_door npc_VScurrying
func_door_rotating npc_VSheriffMan
func_dustmotes npc_VTaxiDriver
func_elevator npc_VTzimisce
func_illusionary npc_VTzimisceHeadClaw
func_keyframed_mover npc_VTzimisceRunner
func_lod npc_VVampire
func_monitor npc_VVampireBoss
func_movelinear npc_VWerewolf
func_particle npc_VYukie
func_physbox npc_VZombie
func_pushable npc_maker
func_rotating npc_maker_fleshpile
game_sign npc_maker_zombie
game_text npc_payphone
game_ui params_explosion
hud_timer params_particle
info_hint phys_animlink
info_landmark phys_ballsocket
info_node phys_constraint
info_node_bach_run_1 phys_convert
info_node_bach_run_2 phys_hinge
info_node_bach_teleport_1 phys_thruster
info_node_bach_teleport_2 point_camera
info_node_bach_teleport_3 point_explosion
info_node_bach_teleport_4 point_target
info_node_chang_column point_teleport
info_node_chang_jumpbase prop_button
info_node_chang_ledge prop_clockhand
info_node_chang_teleport prop_destructable
info_node_climb prop_doorknob
info_node_cover_corner prop_doorknob_electronic
info_node_cover_low prop_dynamic
info_node_cover_med prop_dynamic_ornament
info_node_crosswalk prop_hacking
info_node_hint prop_haunted
info_node_kick_over prop_keypad
info_node_link prop_largehull_ignore
info_node_manbat_fly_to_point prop_mover
info_node_patrol_point prop_padlock
info_node_sabbat_arch prop_physics
info_node_sabbat_bottom prop_physics_contested
info_node_sabbat_dive prop_radio
info_node_sabbat_hide prop_ragdoll
info_node_sabbat_nojump prop_sign
info_node_sabbat_top prop_slashable
info_node_shoot_at prop_switch
info_node_tzimisce scripted_sequence
info_node_werewolf security_camera
info_node_werewolf_hint sky_camera
info_player_start trigger_autosave
info_target trigger_bomb_site
info_teleport_destination trigger_changelevel
infodecal trigger_checkvolume
inspection_brush trigger_discipline_context
inspection_node trigger_electric_bugaloo
intersting_place trigger_environmental_audio
intersting_place_conversation trigger_hurt
item_container trigger_impact
item_container_animated trigger_inventory_check
item_container_lock trigger_look
keyframe_rope trigger_multiple
light trigger_once
light_dynamic trigger_player_activity_level
light_environment trigger_push
light_spot trigger_small_hull
logic_auto trigger_stealth_mod
logic_case trigger_teleport
logic_case_toggle trigger_werewolf_zone
------------------------------------------------------------------------
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B. > > > > Map Names
------------------------------------------------------------------------
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------------------------------------------------------------------------
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C. > > > > Item Name Summary
------------------------------------------------------------------------
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item_a_body_armor item_k_hitman_ji_key
item_a_hvy_cloth item_k_hitman_lu_key
item_a_hvy_leather item_k_kiki_key
item_a_lt_cloth item_k_leopold_int_key
item_a_lt_leather item_k_lilly_key
item_d_animalism item_k_lucky_star_murder_key
item_d_dementation item_k_malcolm_office_key
item_d_dominate item_k_malkavian_refrigerator_key
item_d_holy_light item_k_murietta_key
item_d_thaumaturgy item_k_museum_basement_key
item_g_animaltrainingbook item_k_museum_office_key
item_g_astrolite item_k_museum_storage_key
item_g_bach_journal item_k_museum_storeroom_key
item_g_badlucktalisman item_k_netcafe_office_key
item_g_bailbond_receipt item_k_oceanhouse_basement_key
item_g_bertrams_cd item_k_oceanhouse_sewer_key
item_g_bloodpack item_k_oceanhouse_upstairs_key
item_g_bluebloodpack item_k_oh_front_key
item_g_brotherhood_flyer item_k_sarcophagus_key
item_g_car_stereo item_k_shrekhub_four_key
item_g_cash_box item_k_shrekhub_one_key
item_g_chewinggum item_k_shrekhub_three_key
item_g_computerbookhighgrade item_k_skyline_haven_key
item_g_computerbooklowgrade item_k_tatoo_parlor_key
item_g_driver_license_gamble item_k_tawni_apartment_key
item_g_drugs_drug_box item_k_tutorial_chopshop_stairs_key
item_g_drugs_morphine_bottle item_m_money_clip
item_g_drugs_perscription_bottle item_m_money_envelope
item_g_drugs_pill_bottle item_m_wallet
item_g_edane_print_report item_p_gargoyle_talisman
item_g_edane_report item_p_occult_blood_buff
item_g_eldervitaepack item_p_occult_dexterity
item_g_eyes item_p_occult_dodge
item_g_gargoyle_book item_p_occult_experience
item_g_garys_cd item_p_occult_frenzy
item_g_garys_film item_p_occult_hacking
item_g_garys_photo item_p_occult_heal_rate
item_g_garys_tape item_p_occult_lockpicking
item_g_ghost_pendant item_p_occult_obfuscate
item_g_giovanni_invitation_maria item_p_occult_passive_durations
item_g_giovanni_invitation_victor item_p_occult_presence
item_g_guy_magazine item_p_occult_regen
item_g_hannahs_appt_book item_p_occult_strength
item_g_hatters_screenplay item_p_occult_thaum_damage
item_g_horrortape_1 item_p_research_hg_computers
item_g_horrortape_2 item_p_research_hg_dodge
item_g_idol_cat item_p_research_hg_firearms
item_g_idol_crane item_p_research_hg_melee
item_g_idol_dragon item_p_research_lg_computers
item_g_idol_elephant item_p_research_lg_dodge
item_g_jumbles_flyer item_p_research_lg_firearms
item_g_junkyard_businesscard item_p_research_lg_stealth
item_g_keyring item_p_research_mg_brawl
item_g_larry_briefcase item_p_research_mg_finance
item_g_lilly_diary item_p_research_mg_melee
item_g_lilly_photo item_p_research_mg_security
item_g_lilly_purse item_s_physicshand
item_g_lillyonbeachphoto item_w_avamp_blade
item_g_linedpaper item_w_baseball_bat
item_g_locket item_w_baton
item_g_lockpick item_w_bush_hook
item_g_mercurio_journal item_w_chang_blade
item_g_milligans_businesscard item_w_chang_claw
item_g_oh_diary item_w_chang_energy_ball
item_g_pisha_book item_w_chang_ghost
item_g_pisha_fetish item_w_claws
item_g_pulltoy item_w_claws_ghoul
item_g_ring03 item_w_claws_protean4
item_g_ring_gold item_w_claws_protean5
item_g_ring_serial_killer_1 item_w_colt_anaconda
item_g_ring_serial_killer_2 item_w_crossbow
item_g_ring_silver item_w_crossbow_flaming
item_g_sewerbook_1 item_w_deserteagle
item_g_stake item_w_fireaxe
item_g_vampyr_apocrypha item_w_fists
item_g_vv_photo item_w_flamethrower
item_g_wallet item_w_gargoyle_fist
item_g_warr_clipboard item_w_glock_17c
item_g_warr_ledger_1 item_w_grenade_frag
item_g_warr_ledger_2 item_w_hengeyokai_fist
item_g_warrens4_passkey item_w_ithaca_m_37
item_g_watch_fancy item_w_katana
item_g_watch_normal item_w_knife
item_g_werewolf_bloodpack item_w_mac_10
item_g_wireless_camera_1 item_w_manbat_claw
item_g_wireless_camera_2 item_w_mingxiao_melee
item_g_wireless_camera_3 item_w_mingxiao_spit
item_g_wireless_camera_4 item_w_mingxiao_tentacle
item_i_written item_w_occultblade
item_k_ash_cell_key item_w_rem_m_700_bach
item_k_carson_apartment_key item_w_remington_m_700
item_k_chinese_theatre_key item_w_sabbatleader_attack
item_k_clinic_cs_key item_w_severed_arm
item_k_clinic_maintenance_key item_w_sheriff_sword
item_k_clinic_stairs_key item_w_sledgehammer
item_k_edane_key item_w_steyr_aug
item_k_empire_jezebel_key item_w_supershotgun
item_k_empire_mafia_key item_w_thirtyeight
item_k_fu_cell_key item_w_throwing_star
item_k_fu_office_key item_w_tire_iron
item_k_gallery_noir_key item_w_torch
item_k_gimble_key item_w_tzimisce2_claw
item_k_hannahs_safe_key item_w_tzimisce2_head
item_w_tzimisce3_claw
item_w_tzimisce_melee
item_w_unarmed
item_w_uzi
item_w_werewolf_attacks
item_w_wolf_head
item_w_zombie_fists
weapon_physcannon
weapon_physgun
weapon_pistol
------------------------------------------------------------------------
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D. > > > > Game States (Thanks to wesp for this list)
------------------------------------------------------------------------
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The game maintains the variable G.Story_State as the game progresses. It
is used by dialogs to determine what lines you see:
-3 Tutorial.
-2 Tutorial done, transition to haven.
-1 Entered haven.
0 Entered Santa Monica.
1 Convinced Trip to sell you guns.
2 Showing Elysium tip for the first time (temporary).
3 Showing combat tip for the first time (temporary).
5 Spoke with Beckett at warehouse.
10 Entered downtown.
15 Elizabeth Dane completed.
20 Met Bach at Grout's mansion.
25 Returned from Grout's mansion.
30 Spoke with Beckett at Museum.
35 Returned to prince from Museum.
40 Spoke with Andrei (added by wesp).
45 Spoke with Gary.
50 Mandarin started experiments.
55 Rescued Barabus.
60 Spoke with Chang brothers (added by wesp).
65 Returned to prince from Giovanni mansion.
70 Spoke with Johansen.
75 Returned to prince from Leopold Society.
80 Spoke with Ming-Xiao after Hallowbrook.
85 Spoke with Prince about Ming-Xiao.
90 Spoke with Jack after Griffith park.
95 Spoke with end-game cabbie.
100 Cabbie takes you to Chinatown (Kuei-Jin ending).
105 Not used.
110 Cabbie takes you to Prince (Prince ending).
115 Cabbie takes you to Anarchs (Anarch ending).
120 Cabbie takes you to Chantry (Camarilla ending).
125 Cabbie takes you to Chinatown (Solo ending).
------------------------------------------------------------------------
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E. > > > > Common Models
------------------------------------------------------------------------
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A. NPCs
1) Pedestrians
models/character/npc/common/citizen/male/male_citizen_1
models/character/npc/common/citizen/male2/male_citizen_2
models/character/npc/common/citizen/chinatown/male1/chinatown_male
models/character/npc/common/goth_kids/male/goth_male
models/character/npc/common/patron/male/male_patron_1
models/character/npc/common/patron/male/male_patron_2
models/character/npc/common/raver/males/male_raver_3/male_raver_3
models/character/npc/common/citizen/female/female_citizen
models/character/npc/common/citizen/female2/female_citizen_2
models/character/npc/common/citizen/chinatown/female1/chinese_girl
models/character/npc/common/lotusblossom_girl/lotusblossom_girl
models/character/npc/common/goth_kids/female/goth_female
models/character/npc/common/prostitute/prostitute_1/prostitute_1
models/character/npc/common/prostitute/prostitute_2/prostitute_2_ref
models/character/npc/common/raver/females/female_raver_1/female_raver_1
models/character/npc/common/raver/females/female_raver_2/female_raver_2
2) Dancers
models/character/npc/common/dancer/female_1/female_dancer_1
models/character/npc/common/dancer/female_2/female_dancer_2
models/character/npc/common/dancer/female_3/female_dancer_3
models/character/npc/common/dancer/female_4/female_dancer_4
models/character/npc/common/dancer/male_1/male_dancer_1
models/character/npc/common/dancer/male_2/male_dancer_2
models/character/npc/common/dancer/male_3/male_dancer_3
models/character/npc/common/dancer/male_4/male_dancer_4
models/character/npc/common/stripper/stripper
models/character/npc/common/stripper/stripper3
models/character/npc/common/stripper/stripper_reduced_01
3) Bums
models/character/npc/common/bum/female/bum_female
models/character/npc/common/bum/male/bum_male
models/character/npc/common/ebola_victim/female/ebola_victim_female
models/character/npc/common/ebola_victim/male/ebola_victim_male
4) Cops
models/character/npc/common/cop/cop
models/character/npc/common/cop_variant/crooked_cop/crooked_cop
models/character/npc/common/cop_variant/regular_cop/regular_cop
models/character/npc/common/cop_variant/rookie_cop/rookie_cop
models/character/npc/common/security_guard/security_guard_skinny/securit
y_guard_skinny
models/character/npc/common/swat/swat
models/character/npc/common/super_swat/super_swat
5) Doopleganagers
models/character/npc/common/doppleganger/doppleganger_male
models/character/npc/common/doppleganger/doppleganger_female
models/character/npc/common/security_guard/security_guard
6) Misc
models/character/npc/common/gangmember_male_1/sabbat_gangmember_1_ref
models/character/npc/common/gangmember_male_2/gangmember_male_2
models/character/npc/common/ghoul/ventrue/ventrue_ghoul_male
models/character/npc/common/hustler/hustler_1_ref
models/character/npc/common/hustler/hustler_2_ref
models/character/npc/common/sabbat_henchman/sabbat_henchman
models/character/npc/common/scrubs/male/malescrubs_asian
models/character/npc/common/scrubs/female/scrubs_female
models/character/npc/common/shopkeeper/shopkeeper_santa_monica_a/shopkee
per_santa_monica_a
models/character/npc/common/shopkeeper/shopkeeper_china_town_male/china_
town_male
models/character/npc/common/shopkeeper/shopkeeper_china_town_female/chin
a_town_female02
models/character/npc/common/shovelhead/shovelhead
models/character/npc/common/shovelhead/shovelhead_short
models/character/npc/common/skeleton/skeleton_male
models/character/npc/common/skeleton/skeleton_female
models/character/npc/common/stumpy/stumpy
models/character/npc/common/blueblood/female/blueblood_female
models/character/npc/common/blueblood/male/blueblood_male
models/character/npc/common/blueblood/male/newscaster_male
B. Monsters
models/character/monster/andrei/andrei
models/character/monster/animalism_beastform/animalism_beastform
models/character/monster/gargoyle/gargoyle
models/character/monster/hengeyokai/hengeyokai
models/character/monster/mingxiao/mingxiao
models/character/monster/tzimisce/creation1/creation1_full
models/character/monster/tzimisce/creation1/creation1_unused
models/character/monster/tzimisce/creation2/creation2_full
models/character/monster/tzimisce/creation3/tzim3
models/character/monster/werewolf/werewolf
models/character/monster/wolf_form/wolf_form
models/character/monster/wolf_form_2/wolf_form_2
models/character/monster/undead/female/undead_female
models/character/monster/undead/female2/undead_female2
models/character/monster/undead/male/undead_male
models/character/monster/undead/male2/undead_male_2
models/character/npc/unique/santa_monica/beckett/beckett
models/character/npc/unique/downtown/bishop_vick/bishop_vick
models/character/npc/unique/downtown/chunk_3/chunk_3
models/character/npc/unique/downtown/damsel/damsel
models/character/npc/unique/hollywood/gary/nosferatu_gary
models/character/npc/unique/santa_monica/heather/heather
models/character/npc/unique/santa_monica/heather/heather_goth
models/character/npc/unique/santa_monica/heather/heather_3
models/character/npc/unique/santa_monica/jeanette/jeanette
models/character/npc/unique/downtown/lacroix/lacroix
models/character/npc/unique/santa_monica/mercurio/mecurio
models/character/npc/unique/downtown/nines/nines
models/character/npc/unique/downtown/regent/regent
models/character/npc/unique/downtown/skelter/skelter
models/character/npc/unique/downtown/smiling_jack/smiling_jack
models/character/npc/unique/santa_monica/therese/therese
models/character/npc/unique/santa_monica/tourette/tourette
models/character/npc/unique/downtown/venus/venus
models/character/npc/unique/downtown/vv/vv
D. Supporting Actors
1) Santa Monica
models/character/npc/unique/santa_monica/asianvampire/asianvampire
models/character/npc/unique/santa_monica/bertram/bertram
models/character/npc/unique/santa_monica/brian/brian
models/character/npc/unique/santa_monica/caine/caine
models/character/npc/unique/santa_monica/cal/cal
models/character/npc/unique/santa_monica/carson/carson
models/character/npc/unique/santa_monica/copper/copper
models/character/npc/unique/santa_monica/danielle/danielle
models/character/npc/unique/santa_monica/dennis/dennis
models/character/npc/unique/santa_monica/doris/doris
models/character/npc/unique/santa_monica/e/e
models/character/npc/unique/santa_monica/eugene/eugene
models/character/npc/unique/santa_monica/ghost/ghost
models/character/npc/unique/santa_monica/julius/julius
models/character/npc/unique/santa_monica/kilpatrick/kilpatrick
models/character/npc/unique/santa_monica/knox/knox
models/character/npc/unique/santa_monica/lily/lily
models/character/npc/unique/santa_monica/malcolm/malcolm
models/character/npc/unique/santa_monica/phil/phil
models/character/npc/unique/santa_monica/prophet/prophet
models/character/npc/unique/santa_monica/rosa/rosa
models/character/npc/unique/santa_monica/serial_killer/serial_killer
models/character/npc/unique/santa_monica/sm_blueblood/sm_blueblood
models/character/npc/unique/santa_monica/stan_gimble/stan_gimble
models/character/npc/unique/santa_monica/tremere_guardian/tremere_guardi
an
models/character/npc/unique/santa_monica/trip/trip
models/character/npc/unique/santa_monica/vandal/vandal
2) Downtown
models/character/npc/unique/downtown/bomb_guy/bomb_guy
models/character/npc/unique/downtown/boris/boris
models/character/npc/unique/downtown/brother_kanker/brother_kanker
models/character/npc/unique/downtown/cdcguy/cdcguy
models/character/npc/unique/downtown/crackhead/crackhead
models/character/npc/unique/downtown/dema/dema
models/character/npc/unique/downtown/feedbag/feedbag
models/character/npc/unique/downtown/hannah/hannah
models/character/npc/unique/downtown/igor/igor
models/character/npc/unique/downtown/jezebel_locke/jezebel_locke
models/character/npc/unique/downtown/jumbles/jumbles
models/character/npc/unique/downtown/junky_girl/junky_girl
models/character/npc/unique/downtown/larry/larry
models/character/npc/unique/downtown/milligan/milligan
models/character/npc/unique/downtown/patty/patty
models/character/npc/unique/downtown/pisha/pisha
models/character/npc/unique/downtown/russian_thug/russian_thug
models/character/npc/unique/downtown/sheriff/sheriff
models/character/npc/unique/downtown/tin_can_bill/tin_can_bill
3) Malky Mansion
models/character/npc/unique/malkavian_mansion/stalker/stalker
models/character/npc/unique/malkavian_mansion/stalker_female/stalker_fem
ale
4) HollyWood
models/character/npc/unique/hollywood/andrei/andrei
models/character/npc/unique/hollywood/ash/ash
models/character/npc/unique/hollywood/ash_lookalike/ash_lookalike
models/character/npc/unique/hollywood/chastity/chastity
models/character/npc/unique/hollywood/courier/courier
models/character/npc/unique/hollywood/david/david
models/character/npc/unique/hollywood/flynn/flynn_ref
models/character/npc/unique/hollywood/imalia/imalia
models/character/npc/unique/hollywood/isaac/isaac
models/character/npc/unique/hollywood/johansen/johansen
models/character/npc/unique/hollywood/kerri/kerri
models/character/npc/unique/hollywood/misti/misti
models/character/npc/unique/hollywood/mitnick/mitnick
models/character/npc/unique/hollywood/razor/razor
models/character/npc/unique/hollywood/romero/romero
models/character/npc/unique/hollywood/samantha/samantha
models/character/npc/unique/hollywood/sewer_worker/sewer_worker
models/character/npc/unique/hollywood/slater/slater
models/character/npc/unique/hollywood/spicoli/spicoli
models/character/npc/unique/hollywood/sweeper/sweeper
models/character/npc/unique/hollywood/tawni/tawni
models/character/npc/unique/hollywood/tommy/tommy
5) Giovanni
models/character/npc/unique/giovanni_mansion/adam/adam
models/character/npc/unique/giovanni_mansion/bodyguard/bodyguard
models/character/npc/unique/giovanni_mansion/bruno/bruno
models/character/npc/unique/giovanni_mansion/chang_brothers/chang1
models/character/npc/unique/giovanni_mansion/chang_brothers/chang2
models/character/npc/unique/giovanni_mansion/christopher/christopher
models/character/npc/unique/giovanni_mansion/luca/luca
models/character/npc/unique/giovanni_mansion/maria/maria
models/character/npc/unique/giovanni_mansion/mira/mira
models/character/npc/unique/giovanni_mansion/nadia/nadia
models/character/npc/unique/giovanni_mansion/victor/victor
6) China Town
models/character/npc/unique/chinatown/barabus/barabus
models/character/npc/unique/chinatown/hostess/hostess
models/character/npc/unique/chinatown/hot_tub_guy/hot_tub_guy
models/character/npc/unique/chinatown/ji_wen_ja/ji_wen_ja
models/character/npc/unique/chinatown/johnny/johnny
models/character/npc/unique/chinatown/kiki/kiki
models/character/npc/unique/chinatown/lu_fang/lu_fang
models/character/npc/unique/chinatown/mandarin/mandarin
models/character/npc/unique/chinatown/ming_xiao/mingxiao
models/character/npc/unique/chinatown/mr_ox/mr_ox
models/character/npc/unique/chinatown/ricky/ricky
models/character/npc/unique/chinatown/shu/shu
models/character/npc/unique/chinatown/temple_guard/temple_guard
models/character/npc/unique/chinatown/tong/tong
models/character/npc/unique/chinatown/tong_leader/tong_leader
models/character/npc/unique/chinatown/tseng/tseng
models/character/npc/unique/chinatown/wong_ho/wong_ho
models/character/npc/unique/chinatown/yukie/yukie
models/character/npc/unique/chinatown/zhao/zhao
models/character/npc/unique/chinatown/zygaena/zygaena
7) Leopold
models/character/npc/unique/society_of_leopold/average_vampire_hunter/av
erage_vampire_hunter
models/character/npc/unique/society_of_leopold/elite_hunter/elite_hunter
models/character/npc/unique/society_of_leopold/female_hunter/vampire_hun
ter_chick
All models are contained within the vpk files. Used VPTool.exe to
extract
the vpk files and browse their contents.
------------------------------------------------------------------------
-------
F. > > > > VCLAN Values
------------------------------------------------------------------------
-------
Within the VTMB console, you can type the command "vclans" and it
will
list a lot of "clans". You can then type "vclan #" where # is the
number
of a clan and the player will change to that clan.
2) What is a clan?
Vampire/system/vdata/clandoc000.txt
Vampire/system/vdata/npctemplate001.txt
Vampire/system/vdata/npctemplate002.txt
Vampire/system/vdata/npctemplate...
Vampire/system/vdata/npctemplate025.txt
Vampire/system/vdata/npctemplate_crackhouse.txt
Vampire/system/vdata/npctemplate_malkmansion.txt
Vampire/system/vdata/npctemplate_...
Things like powers, resistances, the death animation (do gibs fly
everywhere?). Can the character be fed upon, how strong/healthy
the
character is... etc...
Add new clans to bottom of any of the existing files (so long as
the
template name does not conflict with an existing template name)
You can override the clans just like anything else. By extracting
and
overriding a template file, however... there is a loading bug
Therefore, the only numerical vclan values you can DEPEND ON, are
the ones
derived from clandoc000.txt, the first file to get loaded. They
will be
consitent no matter which version of VTMB the user is playing.
6) Character Descriptions:
And so forth.
If your mod needs to add new clan descriptions, you should place
the
templates in slots 9 - 15. (Do not touch slots 0-8)
Vampire\vdata\system\clandoc000.txt
0 - Clear
1 - Human
2 - Player_Brujah (Brujah)
3 - Player_Gangrel (Gangrel)
4 - Player_Malkavian (Malkavian)
5 - Player_Nosferatu (Nosferatu)
6 - Player_Toreador (Toreador)
7 - Player_Tremere (Tremere)
8 - Player_Ventrue (Ventrue)
9 - Leopold1 (Condotierre)
10 - Leopold2 (Inquisitor)
11 - Leopold3 (Society of Leopold #3)
Vampire\vdata\system\npctemplate000.txt
12 - NPCGeneric
Vampire\vdata\system\npctemplate001.txt
13 - VampireGeneric
14 - VampireBrujah (Brujah)
15 - VampireBrujahThug (Brujah)
16 - VampireBrujahElite (Brujah)
17 - VampireGangrel (Gangrel)
18 - VampireCritical
19 - Bach (Grunfeld Bach)
20 - SheriffMan (The Sheriff)
21 - VampireSabbatLeader (Warform Tzimisce)
22 - AndreiBlood (The Tzimisce)
23 - VampireToreador
24 - Jezebel (Jezebel Locke)
25 - VampireNosferatu
26 - BrotherKanker (Brother Kanker)
27 - Nagaraja (Pisha the Nagaraja)
28 - VampireLasombra
29 - SabbatAuspexShottie
30 - SabbatAuspexSteyr
31 - SabbatAuspexMac10
32 - SabbatCelerityMac10
33 - SabbatCelerityShottie
34 - SabbatCelerityGlock
35 - SabbatFortitudeShottie
36 - SabbatWithPotence
37 - SabbatPresenceShottie
38 - SabbatWithProtean
39 - SabbatFireMage
40 - ShovelHead
41 - Werewolf (Werewolf)
42 - Killer (Killer)
43 - BloodHuntAuspex
44 - BloodHuntCelerity
45 - BloodHuntFortitude
46 - BloodHuntPotence
47 - BloodHuntPresence
48 - BloodHuntProtean
Vampire\vdata\system\npctemplate002.txt
49 - Officer Generic
50 - HunterSafeArea
51 - HunterSafeArea2
52 - HunterSafeArea3
53 - ChunkGuard
54 - ClinicGuard
55 - MuseumGuard
Vampire\vdata\system\npctemplate003.txt
56 - CivilianGeneric
57 - CivilianTest1
58 - CivilianTest2
Vampire\vdata\system\npctemplate004.txt
59 - TzimisceCreation1
60 - TzimisceCreation2
61 - TzimisceCreation3
62 - Nos_Attacked
Vampire\vdata\system\npctemplate005.txt
63 - Scurrying
64 - Rat
65 - DoggieTemp
66 - Doggie
Vampire\vdata\system\npctemplate006.txt
67 - Test_Mle1_Def1_Sok1
68 - Test_Mle2_Def2_Sok2
69 - Test_Mle5_Def1_Sok1
70 - Test_Mle1_Def5_Sok1
71 - Test_Mle1_Def1_Sok5
72 - Test_Mle5_Def1_Sok5
73 - Test_Mle5_Def5_Sok1
74 - Test_Mle5_Def1_Sok5
75 - Test_Mle5_Def5_Sok5
76 - Test_Mle1_Def10_Sok1
77 - Test_Mle1_Def10_Sok10
78 - Test_Mle1_Def1_Sok10
79 - Test_Mle10_Def10_Sok10
Vampire\vdata\system\npctemplate007.txt
80 - Mercurio (Mercurio)
81 - Gimble (Gimble)
82 - WarehouseThug
83 - WarehouseThugLesser
84 - WarehouseSabbatClaws
85 - WarehouseThugFastFood
86 - BeachhouseThug
87 - BeachhouseDennis
88 - DowntownThug
89 - DowntownTong
90 - DowntownThugFastFood
91 - RussianMafia
92 - RussianMafiaElite
93 - SabbatGhoulMelee
94 - SabbatGhoulShottie
95 - SabbatGhoulGlock
96 - SabbatGhoulMac10
Vampire\vdata\system\npctemplate008.txt
97 - Bum
98 - BumFastFood
99 - Hooker
100 - Blueblood
101 - BluebloodFastfood
102 - Plague-Bum
Vampire\vdata\system\npctemplate009.txt
103 - Zombie
Vampire\vdata\system\npctemplate010.txt
104 - Zhao
Vampire\vdata\system\npctemplate011.txt
105 - TongThug
Vampire\vdata\system\npctemplate012.txt
Vampire\vdata\system\npctemplate013.txt
116 - SOC_average
117 - SOC_elite
Vampire\vdata\system\npctemplate014.txt
Vampire\vdata\system\npctemplate015.txt
121 - Tpl_standard
122 - Tpl_star
123 - Tpl_sword
124 - Tpl_firebolt
Vampire\vdata\system\npctemplate016.txt
125 - sp_gio_weak
126 - sp_gio_average
127 - sp_gio_strong
128 - Bruno (Bruno)
Vampire\vdata\system\npctemplate017.txt
Vampire\vdata\system\npctemplate018.txt
131 - Barabus
Vampire\vdata\system\npctemplate020.txt
Vampire\vdata\system\npctemplate022.txt
Vampire\vdata\system\npctemplate023.txt
Vampire\vdata\system\npctemplate024.txt
136 - SWAT
137 - SuperSWAT
138 - VentrueGhouls
Vampire\vdata\system\npctemplate025.txt
Vampire\vdata\system\npctemplate_ashsewers.txt
141 - HunterHuntingAshCrossbows
142 - HunterHuntingAsh38
143 - HunterHuntingAshElite
Vampire\vdata\system\npctemplate_bomberman.txt
144 - Bomberman
Vampire\vdata\system\npctemplate_cabbie.txt
145 - Cabbie
Vampire\vdata\system\npctemplate_cdc.txt
146 - CDC
Vampire\vdata\system\npctemplate_crackhouse.txt
Vampire\vdata\system\npctemplate_igor.txt
149 - RussianMafia_IgorCronies
150 - RussianMafia_Igor
Vampire\vdata\system\npctemplate_lufang.txt
151 - LuFang
Vampire\vdata\system\npctemplate_malkmansion.txt
Vampire\vdata\system\npctemplate_tutorial.txt
155 - TutorialThug
156 - TutorialShovelhead
157 - Tutorial_Jack
Vampire\vdata\system\npctemplate_ventruesecurity.txt
158 - VentrueSecurity
159 - VentrueSecurityFastFood
NOTES:
- SuperSWAT defines Male and Female models as part of the
stattemplate
- template names reference items.txt for staring item\weapon
data.
Barabus
Chastity (Chastity)
Clear
FuSecurity (Fu Security)
Human
Johnny (Johnny)
Julius (Julius)
Leopold1 (Condotierre)
Leopold2 (Inquisitor)
Leopold3 (Society of Leopold #3)
Mandarin (Mandarin)
NPCGeneric
- AndreiBlood (The Tzimisce)
- Bach (Grunfeld Bach)
- BeachhouseThug
- BeachhouseDennis
- Blueblood
- BluebloodFastfood
- Bomberman
- Bum
- BumFastFood
- ChunkGuard
- CivilianGeneric
- CivilianTest1
- CivilianTest2
- Cabbie
- CDC
- ClinicGuard
- CrackhousePlagueVictim
- DaneGenCop (Police Officer)
- DaneLessCop (Dirty Cop)
- DowntownThug
- DowntownTong
- DowntownThugFastFood
- Gargoyle (The Gargoyle)
- Gimble (Gimble)
- Hengeyokai (Hengeyokai)
- Hooker
- HunterSafeArea
- HunterSafeArea2
- HunterSafeArea3
- HunterHuntingAshCrossbows
- HunterHuntingAsh38
- HunterHuntingAshElite
- LuFang
- MalkMansionStalker (Malkavian Mansion Stalker)
- MalkMansionCroucher (Malkavian Mansion Croucher)
- MalkMansionStalkerBurning (Malkavian Mansion Stalker)
- ManBat (Chiropteran Behemoth)
- ManBatMinion (ManBatMinion)
- ManBatOfficer
- Mercurio (Mercurio)
- MingXiao (Ming Xiao)
- MingXiaoProxy
- MingXiaoTentacle (Ming Xiao Tentacle)
- MuseumGuard
- Nos_Attacked
- OfficerGeneric
- SabbatFireMage
- Scurrying
- Rat
- DoggieTemp
- Doggie
- ShovelHead
- sp_gio_weak
- sp_gio_average
- sp_gio_strong
- TongThug
- Tpl_standard
- Tpl_star
- Tpl_sword
- Tpl_firebolt
- TzimisceCreation1
- TzimisceCreation2
- TzimisceCreation3
- Werewolf (Werewolf)
- RussianMafia
- RussianMafia_IgorCronies
- RussianMafiaElite
- RussianMafia_Igor
- SabbatGhoulMelee
- SabbatGhoulShottie
- SabbatGhoulGlock
- SabbatGhoulMac10
- SheriffMan (The Sheriff)
- SOC_average
- SOC_elite
- Test_Mle1_Def1_Sok1
- Test_Mle2_Def2_Sok2
- Test_Mle5_Def1_Sok1
- Test_Mle1_Def5_Sok1
- Test_Mle1_Def1_Sok5
- Test_Mle5_Def1_Sok5
- Test_Mle5_Def5_Sok1
- Test_Mle5_Def1_Sok5
- Test_Mle5_Def5_Sok5
- Test_Mle1_Def10_Sok1
- Test_Mle1_Def10_Sok10
- Test_Mle1_Def1_Sok10
- Test_Mle10_Def10_Sok10
- TutorialThug
- VampireCritical
- VentrueGhouls
- VentrueSecurity
- VentrueSecurityFastFood
- VampireGeneric
- VampireBrujah (Brujah)
- VampireBrujahThug (Brujah)
- VampireBrujahElite (Brujah)
- VampireSabbatLeader (Warform Tzimisce)
- Tutorial_Jack
- VampireGangrel (Gangrel)
- Killer (Killer)
- VampireToreador
- Jezebel (Jezebel Locke)
- Ash (Ash)
- VampireNosferatu
- BrotherKanker (Brother Kanker)
- Nagaraja (Pisha the Nagaraja)
- VampireLasombra
- SabbatAuspexShottie
- SabbatAuspexSteyr
- SabbatAuspexMac10
- SabbatCelerityMac10
- SabbatCelerityShottie
- SabbatCelerityGlock
- SabbatFortitudeShottie
- SabbatWithPotence
- SabbatPresenceShottie
- SabbatWithProtean
- BloodHuntAuspex
- BloodHuntCelerity
- BloodHuntFortitude
- BloodHuntPotence
- BloodHuntPresence
- BloodHuntProtean
- WarehouseSabbatClaws
- ChangBros (Blade Brother)
- ChangBrosClaw (Claw Brother)
- AsianVampire (Cathayan)
- BloodGuardian (Blood Guardian)
- Bruno (Bruno)
- BishopVick (Bishop Vick)
- TutorialShovelhead
- WarehouseThug
- WarehouseThugLesser
- WarehouseThugFastFood
- Yukie (Yukie)
- Zombie
- Zhao
Player_Brujah (Brujah)
Player_Gangrel (Gangrel)
Player_Malkavian (Malkavian)
Player_Nosferatu (Nosferatu)
Player_Toreador (Toreador)
Player_Tremere (Tremere)
Player_Ventrue (Ventrue)
SWAT
- SuperSWAT
Vampire\vdata\system\clandoc000.txt
0 - Clear
1 - Human
2 - Player_Brujah (Brujah)
3 - Player_Gangrel (Gangrel)
4 - Player_Malkavian (Malkavian)
5 - Player_Nosferatu (Nosferatu)
6 - Player_Toreador (Toreador)
7 - Player_Tremere (Tremere)
8 - Player_Ventrue (Ventrue)
9 - Leopold1 (Condotierre)
10 - Leopold2 (Inquisitor)
11 - Leopold3 (Mercenary)
12 - Leopold1_F (Condotierre)
13 - Leopold2_F (Inquisitor)
14 - Leopold3_M (Mercenary)
15 - CompThinBlood (ThinBlood)
16 - PlaceHolder1 (None) -> TEXT : Clear
17 - CompHuman (Human)
18 - CompBrujah (Brujah)
19 - CompGangrel (Gangrel)
20 - CompMalkavian (Malkavian)
21 - CompNosferatu (Nosferatu)
22 - CompToreador (Toreador)
23 - CompTremere (Tremere)
24 - CompVentrue (Ventrue)
25 - mp-condotierre-male (Condotierre_Male)
26 - mp-inquisitor-male (Inquisitor_Male)
27 - mp-mercenary-female (Mercenary_Female)
28 - mp-condotierre-female (Condotierre_Female)
29 - mp-inquisitor-female (Inquisitor_Female)
30 - mp-mercenary-male (Mercenary_Male)
31 - PlaceHolder2 (None) -> TEXT : ThinBlood
32 - PlaceHolder3 (None) -> TEXT : Clear
33 - PlaceHolder4 (None -> TEXT : Human
34 - mp-brujah (Brujah)
35 - mp-gangrel (Gangrel)
36 - mp-malkavian (Malkavian)
37 - mp-nosferatu (Nosferatu)
38 - mp-toreador (Toreador)
39 - mp-tremere (Tremere)
40 - mp-ventrue (Ventrue)
41 - Clear
42 - Human
43 - Player_Brujah (Brujah)
44 - Player_Gangrel (Gangrel)
45 - Player_Malkavian (Malkavian)
46 - Player_Nosferatu (Nosferatu)
47 - Player_Toreador (Toreador)
48 - Player_Tremere (Tremere)
49 - Player_Ventrue (Ventrue)
50 - Leopold1 (Condotierre)
51 - Leopold2 (Inquisitor)
52 - Leopold3 (Mercenary)
53 - Leopold1_F (Condotierre)
54 - Leopold2_F (Inquisitor)
55 - Leopold3_M (Mercenary)
56 - CompThinBlood (ThinBlood)
57 - PlaceHolder1 (None) -> TEXT : Clear
58 - CompHuman (Human)
59 - CompBrujah (Brujah)
60 - CompGangrel (Gangrel)
61 - CompMalkavian (Malkavian)
62 - CompNosferatu (Nosferatu)
63 - CompToreador (Toreador)
64 - CompTremere (Tremere)
65 - CompVentrue (Ventrue)
66 - mp-condotierre-male (Condotierre_Male)
67 - mp-inquisitor-male (Inquisitor_Male)
68 - mp-mercenary-female (Mercenary_Female)
69 - mp-condotierre-female (Condotierre_Female)
70 - mp-inquisitor-female (Inquisitor_Female)
71 - mp-mercenary-male (Mercenary_Male)
72 - PlaceHolder2 (None) -> TEXT : ThinBlood
73 - PlaceHolder3 (None) -> TEXT : Clear
74 - PlaceHolder4 (None -> TEXT : Human
75 - mp-brujah (Brujah)
76 - mp-gangrel (Gangrel)
77 - mp-malkavian (Malkavian)
78 - mp-nosferatu (Nosferatu)
79 - mp-toreador (Toreador)
80 - mp-tremere (Tremere)
81 - mp-ventrue (Ventrue)
Vampire\vdata\system\npctemplate001.txt
82 - VampireGeneric
83 - VampireBrujah (Brujah)
84 - VampireBrujahThug (Brujah)
85 - VampireBrujahElite (Brujah)
86 - VampireGangrel (Gangrel)
87 - VampireCritical
88 - Bach (Grunfeld Bach)
89 - SheriffMan (The Sheriff)
90 - VampireSabbatLeader (Warform Tzimisce)
91 - AndreiBlood (The Tzimisce)
92 - VampireToreador
93 - Jezebel (Jezebel Locke)
94 - VampireNosferatu
95 - BrotherKanker (Brother Kanker)
96 - Nagaraja (Pisha the Nagaraja)
97 - VampireLasombra
98 - SabbatAuspexShottie
99 - SabbatAuspexSteyr
100 - SabbatAuspexMac10
101 - SabbatCelerityMac10
102 - SabbatCelerityShottie
103 - SabbatCelerityGlock
104 - SabbatFortitudeShottie
105 - SabbatWithPotence
106 - SabbatPresenceShottie
107 - SabbatWithProtean
108 - SabbatFireMage
109 - ShovelHead
110 - Werewolf (Werewolf)
111 - Killer (Serial Killer)
112 - BloodHuntAuspex
113 - BloodHuntCelerity
114 - BloodHuntFortitude
115 - BloodHuntPotence
116 - BloodHuntPresence
117 - BloodHuntProtean
Vampire\vdata\system\npctemplate002.txt
118 - OfficerGeneric
119 - HunterSafeArea
120 - HunterSafeArea2
121 - HunterSafeArea3
122 - ChunkGuard
123 - ClinicGuard
124 - MuseumGuard
Vampire\vdata\system\npctemplate004.txt
Vampire\vdata\system\npctemplate005.txt
129 - Scurrying
130 - Rat
131 - DoggieTemp
132 - Doggie
Vampire\vdata\system\npctemplate007.txt
Vampire\vdata\system\npctemplate011.txt
150 - TongThug
Vampire\vdata\system\npctemplate012.txt
Vampire\vdata\system\npctemplate016.txt
161 - sp_gio_weak
162 - sp_gio_average
163 - sp_gio_strong
164 - Bruno (Bruno)
Vampire\vdata\system\npctemplate018.txt
165 - Barabus
Vampire\vdata\system\npctemplate020.txt
166 - Ash (Ash)
Vampire\vdata\system\npctemplate022.txt
Vampire\vdata\system\npctemplate025.txt
Vampire\vdata\system\npctemplate_crackhouse.txt
Vampire\vdata\system\npctemplate_malkmansion.txt
(vpk) Vampire\vdata\system\npctemplate000.txt
176 - NPCGeneric
177 - VampireGeneric
178 - VampireBrujah (Brujah)
179 - VampireBrujahThug (Brujah)
180 - VampireBrujahElite (Brujah)
181 - VampireGangrel (Gangrel)
182 - VampireCritical
183 - Bach (Grunfeld Bach)
184 - SheriffMan (The Sheriff)
185 - VampireSabbatLeader (Warform Tzimisce)
186 - AndreiBlood (The Tzimisce)
187 - VampireToreador
188 - Jezebel (Jezebel Locke)
189 - VampireNosferatu
190 - BrotherKanker (Brother Kanker)
191 - Nagaraja (Pisha the Nagaraja)
192 - VampireLasombra
193 - SabbatAuspexShottie
194 - SabbatAuspexSteyr
195 - SabbatAuspexMac10
196 - SabbatCelerityMac10
197 - SabbatCelerityShottie
198 - SabbatCelerityGlock
199 - SabbatFortitudeShottie
200 - SabbatWithPotence
201 - SabbatPresenceShottie
202 - SabbatWithProtean
203 - SabbatFireMage
204 - ShovelHead
205 - Werewolf (Werewolf)
206 - Killer (Serial Killer)
207 - BloodHuntAuspex
208 - BloodHuntCelerity
209 - BloodHuntFortitude
210 - BloodHuntPotence
211 - BloodHuntPresence
212 - BloodHuntProtean
213 - OfficerGeneric
214 - HunterSafeArea
215 - HunterSafeArea2
216 - HunterSafeArea3
217 - ChunkGuard
218 - ClinicGuard
219 - MuseumGuard
(vpk) Vampire\vdata\system\npctemplate003.txt
220 - CivilianGeneric
221 - CivilianTest1
222 - CivilianTest2
227 - Scurrying
228 - Rat
229 - DoggieTemp
230 - Doggie
(vpk) Vampire\vdata\system\npctemplate006.txt
231 - Test_Mle1_Def1_Sok1
232 - Test_Mle2_Def2_Sok2
233 - Test_Mle5_Def1_Sok1
234 - Test_Mle1_Def5_Sok1
235 - Test_Mle1_Def1_Sok5
236 - Test_Mle5_Def1_Sok5
237 - Test_Mle5_Def5_Sok1
238 - Test_Mle5_Def1_Sok5
239 - Test_Mle5_Def5_Sok5
240 - Test_Mle1_Def10_Sok1
241 - Test_Mle1_Def10_Sok10
242 - Test_Mle1_Def1_Sok10
243 - Test_Mle10_Def10_Sok10
(vpk) Vampire\vdata\system\npctemplate008.txt
261 - Bum
262 - BumFastFood
263 - Hooker
264 - Blueblood
265 - BluebloodFastfood
266 - Plague-Bum
(vpk) Vampire\vdata\system\npctemplate009.txt
267 - Zombie
(vpk) Vampire\vdata\system\npctemplate010.txt
268 - Zhao
269 - TongThug
(vpk) Vampire\vdata\system\npctemplate013.txt
280 - SOC_average
281 - SOC_elite
(vpk) Vampire\vdata\system\npctemplate014.txt
282 - MingXiao (Ming Xiao)
283 - MingXiaoProxy
284 - MingXiaoTentacle
(vpk) Vampire\vdata\system\npctemplate015.txt
285 - Tpl_standard
286 - Tpl_star
287 - Tpl_sword
288 - Tpl_firebolt
289 - sp_gio_weak
290 - sp_gio_average
291 - sp_gio_strong
292 - Bruno (Bruno Giovanni)
(vpk) Vampire\vdata\system\npctemplate017.txt
295 - Barabus
(vpk) Vampire\vdata\system\npctemplate023.txt
(vpk) Vampire\vdata\system\npctemplate024.txt
300 - SWAT
301 - SuperSWAT
302 - VentrueGhouls
(vpk) Vampire\vdata\system\npctemplate_ashsewers.txt
305 - HunterHuntingAshCrossbows
306 - HunterHuntingAsh38
307 - HunterHuntingAshElite
(vpk) Vampire\vdata\system\npctemplate_bomberman.txt
308 - Bomberman
(vpk) Vampire\vdata\system\npctemplate_cabbie.txt
309 - Cabbie
(vpk) Vampire\vdata\system\npctemplate_cdc.txt
310 - CDC
(vpk) Vampire\vdata\system\npctemplate_igor.txt
313 - RussianMafia_IgorCronies
314 - RussianMafia_Igor
(vpk) Vampire\vdata\system\npctemplate_lufang.txt
315 - LuFang
(vpk) Vampire\vdata\system\npctemplate_tutorial.txt
319 - TutorialThug
320 - TutorialShovelhead
321 - Tutorial_Jack
(vpk) Vampire\vdata\system\npctemplate_ventruesecurity.txt
322 - VentrueSecurity
323 - VentrueSecurityFastFood
NOTE : Steam loads the first and the last overridden file 4 times.
Vampire\vdata\system\clandoc000.txt
0 - Clear
1 - Human
2 - Player_Brujah (Brujah)
3 - Player_Gangrel (Gangrel)
4 - Player_Malkavian (Malkavian)
5 - Player_Nosferatu (Nosferatu)
6 - Player_Toreador (Toreador)
7 - Player_Tremere (Tremere)
8 - Player_Ventrue (Ventrue)
9 - Leopold1 (Condotierre)
10 - Leopold2 (Inquisitor)
11 - Leopold3 (Mercenary)
12 - Leopold1_F (Condotierre)
13 - Leopold2_F (Inquisitor)
14 - Leopold3_M (Mercenary)
15 - CompThinBlood (ThinBlood)
16 - PlaceHolder1 (None) -> TEXT : Clear
17 - CompHuman (Human)
18 - CompBrujah (Brujah)
19 - CompGangrel (Gangrel)
20 - CompMalkavian (Malkavian)
21 - CompNosferatu (Nosferatu)
22 - CompToreador (Toreador)
23 - CompTremere (Tremere)
24 - CompVentrue (Ventrue)
25 - mp-condotierre-male (Condotierre_Male)
26 - mp-inquisitor-male (Inquisitor_Male)
27 - mp-mercenary-female (Mercenary_Female)
28 - mp-condotierre-female (Condotierre_Female)
29 - mp-inquisitor-female (Inquisitor_Female)
30 - mp-mercenary-male (Mercenary_Male)
31 - PlaceHolder2 (None) -> TEXT : ThinBlood
32 - PlaceHolder3 (None) -> TEXT : Clear
33 - PlaceHolder4 (None -> TEXT : Human
34 - mp-brujah (Brujah)
35 - mp-gangrel (Gangrel)
36 - mp-malkavian (Malkavian)
37 - mp-nosferatu (Nosferatu)
38 - mp-toreador (Toreador)
39 - mp-tremere (Tremere)
40 - mp-ventrue (Ventrue)
41 - Clear
42 - Human
43 - Player_Brujah (Brujah)
44 - Player_Gangrel (Gangrel)
45 - Player_Malkavian (Malkavian)
46 - Player_Nosferatu (Nosferatu)
47 - Player_Toreador (Toreador)
48 - Player_Tremere (Tremere)
49 - Player_Ventrue (Ventrue)
50 - Leopold1 (Condotierre)
51 - Leopold2 (Inquisitor)
52 - Leopold3 (Mercenary)
53 - Leopold1_F (Condotierre)
54 - Leopold2_F (Inquisitor)
55 - Leopold3_M (Mercenary)
56 - CompThinBlood (ThinBlood)
57 - PlaceHolder1 (None) -> TEXT : Clear
58 - CompHuman (Human)
59 - CompBrujah (Brujah)
60 - CompGangrel (Gangrel)
61 - CompMalkavian (Malkavian)
62 - CompNosferatu (Nosferatu)
63 - CompToreador (Toreador)
64 - CompTremere (Tremere)
65 - CompVentrue (Ventrue)
66 - mp-condotierre-male (Condotierre_Male)
67 - mp-inquisitor-male (Inquisitor_Male)
68 - mp-mercenary-female (Mercenary_Female)
69 - mp-condotierre-female (Condotierre_Female)
70 - mp-inquisitor-female (Inquisitor_Female)
71 - mp-mercenary-male (Mercenary_Male)
72 - PlaceHolder2 (None) -> TEXT : ThinBlood
73 - PlaceHolder3 (None) -> TEXT : Clear
74 - PlaceHolder4 (None -> TEXT : Human
75 - mp-brujah (Brujah)
76 - mp-gangrel (Gangrel)
77 - mp-malkavian (Malkavian)
78 - mp-nosferatu (Nosferatu)
79 - mp-toreador (Toreador)
80 - mp-tremere (Tremere)
81 - mp-ventrue (Ventrue)
82 - Clear
83 - Human
84 - Player_Brujah (Brujah)
85 - Player_Gangrel (Gangrel)
86 - Player_Malkavian (Malkavian)
87 - Player_Nosferatu (Nosferatu)
88 - Player_Toreador (Toreador)
89 - Player_Tremere (Tremere)
90 - Player_Ventrue (Ventrue)
91 - Leopold1 (Condotierre)
92 - Leopold2 (Inquisitor)
93 - Leopold3 (Mercenary)
94 - Leopold1_F (Condotierre)
95 - Leopold2_F (Inquisitor)
96 - Leopold3_M (Mercenary)
97 - CompThinBlood (ThinBlood)
98 - PlaceHolder1 (None) -> TEXT : Clear
99 - CompHuman (Human)
100 - CompBrujah (Brujah)
101 - CompGangrel (Gangrel)
102 - CompMalkavian (Malkavian)
103 - CompNosferatu (Nosferatu)
104 - CompToreador (Toreador)
105 - CompTremere (Tremere)
106 - CompVentrue (Ventrue)
107 - mp-condotierre-male (Condotierre_Male)
108 - mp-inquisitor-male (Inquisitor_Male)
109 - mp-mercenary-female (Mercenary_Female)
110 - mp-condotierre-female (Condotierre_Female)
111 - mp-inquisitor-female (Inquisitor_Female)
112 - mp-mercenary-male (Mercenary_Male)
113 - PlaceHolder2 (None) -> TEXT : ThinBlood
114 - PlaceHolder3 (None) -> TEXT : Clear
115 - PlaceHolder4 (None -> TEXT : Human
116 - mp-brujah (Brujah)
117 - mp-gangrel (Gangrel)
118 - mp-malkavian (Malkavian)
119 - mp-nosferatu (Nosferatu)
120 - mp-toreador (Toreador)
121 - mp-tremere (Tremere)
122 - mp-ventrue (Ventrue)
123 - Clear
124 - Human
125 - Player_Brujah (Brujah)
126 - Player_Gangrel (Gangrel)
127 - Player_Malkavian (Malkavian)
128 - Player_Nosferatu (Nosferatu)
129 - Player_Toreador (Toreador)
130 - Player_Tremere (Tremere)
131 - Player_Ventrue (Ventrue)
132 - Leopold1 (Condotierre)
133 - Leopold2 (Inquisitor)
134 - Leopold3 (Mercenary)
135 - Leopold1_F (Condotierre)
136 - Leopold2_F (Inquisitor)
137 - Leopold3_M (Mercenary)
138 - CompThinBlood (ThinBlood)
139 - PlaceHolder1 (None) -> TEXT : Clear
140 - CompHuman (Human)
141 - CompBrujah (Brujah)
142 - CompGangrel (Gangrel)
143 - CompMalkavian (Malkavian)
144 - CompNosferatu (Nosferatu)
145 - CompToreador (Toreador)
146 - CompTremere (Tremere)
147 - CompVentrue (Ventrue)
148 - mp-condotierre-male (Condotierre_Male)
149 - mp-inquisitor-male (Inquisitor_Male)
150 - mp-mercenary-female (Mercenary_Female)
151 - mp-condotierre-female (Condotierre_Female)
152 - mp-inquisitor-female (Inquisitor_Female)
153 - mp-mercenary-male (Mercenary_Male)
154 - PlaceHolder2 (None) -> TEXT : ThinBlood
155 - PlaceHolder3 (None) -> TEXT : Clear
156 - PlaceHolder4 (None -> TEXT : Human
157 - mp-brujah (Brujah)
158 - mp-gangrel (Gangrel)
159 - mp-malkavian (Malkavian)
160 - mp-nosferatu (Nosferatu)
161 - mp-toreador (Toreador)
162 - mp-tremere (Tremere)
163 - mp-ventrue (Ventrue)
Vampire\vdata\system\npctemplate001.txt
164 - VampireGeneric
165 - VampireBrujah (Brujah)
166 - VampireBrujahThug (Brujah)
167 - VampireBrujahElite (Brujah)
168 - VampireGangrel (Gangrel)
169 - VampireCritical
170 - Bach (Grunfeld Bach)
171 - SheriffMan (The Sheriff)
172 - VampireSabbatLeader (Warform Tzimisce)
173 - AndreiBlood (The Tzimisce)
174 - VampireToreador
175 - Jezebel (Jezebel Locke)
176 - VampireNosferatu
177 - BrotherKanker (Brother Kanker)
178 - Nagaraja (Pisha the Nagaraja)
179 - VampireLasombra
180 - SabbatAuspexShottie
181 - SabbatAuspexSteyr
182 - SabbatAuspexMac10
183 - SabbatCelerityMac10
184 - SabbatCelerityShottie
185 - SabbatCelerityGlock
186 - SabbatFortitudeShottie
187 - SabbatWithPotence
188 - SabbatPresenceShottie
189 - SabbatWithProtean
190 - SabbatFireMage
191 - ShovelHead
192 - Werewolf (Werewolf)
193 - Killer (Serial Killer)
194 - BloodHuntAuspex
195 - BloodHuntCelerity
196 - BloodHuntFortitude
197 - BloodHuntPotence
198 - BloodHuntPresence
199 - BloodHuntProtean
Vampire\vdata\system\npctemplate002.txt
200 - OfficerGeneric
201 - HunterSafeArea
202 - HunterSafeArea2
203 - HunterSafeArea3
204 - ChunkGuard
205 - ClinicGuard
206 - MuseumGuard
Vampire\vdata\system\npctemplate004.txt
Vampire\vdata\system\npctemplate005.txt
211 - Scurrying
212 - Rat
213 - DoggieTemp
214 - Doggie
Vampire\vdata\system\npctemplate007.txt
Vampire\vdata\system\npctemplate011.txt
232 - TongThug
Vampire\vdata\system\npctemplate012.txt
Vampire\vdata\system\npctemplate016.txt
243 - sp_gio_weak
244 - sp_gio_average
245 - sp_gio_strong
246 - Bruno (Bruno)
Vampire\vdata\system\npctemplate018.txt
247 - Barabus
Vampire\vdata\system\npctemplate020.txt
Vampire\vdata\system\npctemplate025.txt
Vampire\vdata\system\npctemplate_crackhouse.txt
Vampire\vdata\system\npctemplate_malkmansion.txt
(vpk) Vampire\vdata\system\npctemplate000.txt
258 - NPCGeneric
259 - VampireGeneric
260 - VampireBrujah (Brujah)
261 - VampireBrujahThug (Brujah)
262 - VampireBrujahElite (Brujah)
263 - VampireGangrel (Gangrel)
264 - VampireCritical
265 - Bach (Grunfeld Bach)
266 - SheriffMan (The Sheriff)
267 - VampireSabbatLeader (Warform Tzimisce)
268 - AndreiBlood (The Tzimisce)
269 - VampireToreador
270 - Jezebel (Jezebel Locke)
271 - VampireNosferatu
272 - BrotherKanker (Brother Kanker)
273 - Nagaraja (Pisha the Nagaraja)
274 - VampireLasombra
275 - SabbatAuspexShottie
276 - SabbatAuspexSteyr
277 - SabbatAuspexMac10
278 - SabbatCelerityMac10
279 - SabbatCelerityShottie
280 - SabbatCelerityGlock
281 - SabbatFortitudeShottie
282 - SabbatWithPotence
283 - SabbatPresenceShottie
284 - SabbatWithProtean
285 - SabbatFireMage
286 - ShovelHead
287 - Werewolf (Werewolf)
288 - Killer (Serial Killer)
289 - BloodHuntAuspex
290 - BloodHuntCelerity
291 - BloodHuntFortitude
292 - BloodHuntPotence
293 - BloodHuntPresence
294 - BloodHuntProtean
295 - OfficerGeneric
296 - HunterSafeArea
297 - HunterSafeArea2
298 - HunterSafeArea3
299 - ChunkGuard
300 - ClinicGuard
301 - MuseumGuard
(vpk) Vampire\vdata\system\npctemplate003.txt
302 - CivilianGeneric
303 - CivilianTest1
304 - CivilianTest2
309 - Scurrying
310 - Rat
311 - DoggieTemp
312 - Doggie
(vpk) Vampire\vdata\system\npctemplate006.txt
313 - Test_Mle1_Def1_Sok1
314 - Test_Mle2_Def2_Sok2
315 - Test_Mle5_Def1_Sok1
316 - Test_Mle1_Def5_Sok1
317 - Test_Mle1_Def1_Sok5
318 - Test_Mle5_Def1_Sok5
319 - Test_Mle5_Def5_Sok1
320 - Test_Mle5_Def1_Sok5
321 - Test_Mle5_Def5_Sok5
322 - Test_Mle1_Def10_Sok1
323 - Test_Mle1_Def10_Sok10
324 - Test_Mle1_Def1_Sok10
325 - Test_Mle10_Def10_Sok10
(vpk) Vampire\vdata\system\npctemplate008.txt
343 - Bum
344 - BumFastFood
345 - Hooker
346 - Blueblood
347 - BluebloodFastfood
348 - Plague-Bum
(vpk) Vampire\vdata\system\npctemplate009.txt
349 - Zombie
(vpk) Vampire\vdata\system\npctemplate010.txt
350 - Zhao
351 - TongThug
(vpk) Vampire\vdata\system\npctemplate013.txt
362 - SOC_average
363 - SOC_elite
(vpk) Vampire\vdata\system\npctemplate014.txt
(vpk) Vampire\vdata\system\npctemplate015.txt
367 - Tpl_standard
368 - Tpl_star
369 - Tpl_sword
370 - Tpl_firebolt
371 - sp_gio_weak
372 - sp_gio_average
373 - sp_gio_strong
374 - Bruno (Bruno Giovanni)
(vpk) Vampire\vdata\system\npctemplate017.txt
377 - Barabus
(vpk) Vampire\vdata\system\npctemplate023.txt
(vpk) Vampire\vdata\system\npctemplate024.txt
382 - SWAT
383 - SuperSWAT
384 - VentrueGhouls
(vpk) Vampire\vdata\system\npctemplate_ashsewers.txt
387 - HunterHuntingAshCrossbows
388 - HunterHuntingAsh38
389 - HunterHuntingAshElite
(vpk) Vampire\vdata\system\npctemplate_bomberman.txt
390 - Bomberman
(vpk) Vampire\vdata\system\npctemplate_cabbie.txt
391 - Cabbie
(vpk) Vampire\vdata\system\npctemplate_cdc.txt
392 - CDC
(vpk) Vampire\vdata\system\npctemplate_igor.txt
395 - RussianMafia_IgorCronies
396 - RussianMafia_Igor
(vpk) Vampire\vdata\system\npctemplate_lufang.txt
397 - LuFang
(vpk) Vampire\vdata\system\npctemplate_tutorial.txt
401 - TutorialThug
402 - TutorialShovelhead
403 - Tutorial_Jack
(vpk) Vampire\vdata\system\npctemplate_ventruesecurity.txt
404 - VentrueSecurity
405 - VentrueSecurityFastFood
------------------------------------------------------------------------
-------
G. > > > > Entity Details
------------------------------------------------------------------------
-------
===================================
Entity Properties
===================================
All Entities share these methods. They will be descibed here once and
ommitted from the rest of the Appendix:
input: Kill
input: Use
input: Alpha
input: Color
input: SetParent
input: ClearParent
input: ScriptHide
input: ScriptUnhide
input: SetSoundOverrideEnt
input: SetFakeSilence
SetParent("")
Specify the NAME of the parent entity. The affect is that the
Child
object (the one calling the function) becomes physically attached
to
the PARENT object. If the parent object moves, so does the child.
If
the Parent object can't move, then the child becomes stuck.
All Entities Share these Events. They will be descibed here once and
ommitted from the rest of the Appendix:
output: OnUseBegin
output: OnUseEnd
AI)
ai_script_conditions ?
aiscripted_schedule
EVENTS
output: OnBeginSequence
output: OnEndSequence
output: OnScriptEvent01
output: OnScriptEvent02
output: OnScriptEvent03
output: OnScriptEvent04
output: OnScriptEvent05
output: OnScriptEvent06
output: OnScriptEvent07
output: OnScriptEvent08
output: OnDamaged
output: OnDeath
output: OnHalfHealth
output: OnFoundEnemy
output: OnLostEnemyLOS
output: OnLostEnemy
output: OnFoundPlayer
output: OnLostPlayerLOS
output: OnLostPlayer
output: OnHearWorld
output: OnHearPlayer
output: OnHearCombat
output: OnGrappleBegin
output: OnGrappleEnd
output: OnFedUponBegin
output: OnFedUponEnd
output: OnSellWeapon
output: OnBarterClose
output: OnLinearMoveDone
output: OnAngularMoveDone
METHODS
input: StartSchedule
input: MoveToPosition
input: BeginSequence
input: CancelSequence
input: SetRelationship
input: HumanityAdd
input: Bloodloss
input: Bloodgain
input: ClearActiveDisciplines
input: physdamagescale
input: Inventory_Remove
input: MoneyAdd
input: MoneyRemove
input: BarterBegin
input: BarterEnd
input: BloodHeal
input: FrenzyCheck
input: FrenzyTrigger
input: HungerCheck
input: FrenzyUpdate
input: PlayFloat
input: WillTalk
input: ChangeMasqueradeLevel
input: FadeHeadAsCameraTarget
input: FadeBodyAsCameraTarget
input: SetHeadAsCameraTarget
input: SetBodyAsCameraTarget
input: LookAtEntityEye
input: LookAtEntityCenter
input: LookAtEntityOrigin
input: LookAtEntityDefault
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
PROPERTIES (ex)
"targetname" "hooker_1_to_lucky_star"
"m_iszEntity" "hooker"
"m_flRadius" "32"
"forcestate" "0"
"schedule" "1"
"goalent" "lucky_star_entrance"
"origin" "-839.736 -2018.22 -103"
aiscripted_sequence
EVENTS
output: OnBeginSequence
output: OnEndSequence
output: OnScriptEvent01
output: OnScriptEvent02
output: OnScriptEvent03
output: OnScriptEvent04
output: OnScriptEvent05
output: OnScriptEvent06
output: OnScriptEvent07
output: OnScriptEvent08
output: OnDamaged
output: OnDeath
output: OnHalfHealth
output: OnFoundEnemy
output: OnLostEnemyLOS
output: OnLostEnemy
output: OnFoundPlayer
output: OnLostPlayerLOS
output: OnLostPlayer
output: OnHearWorld
output: OnHearPlayer
output: OnHearCombat
output: OnGrappleBegin
output: OnGrappleEnd
output: OnFedUponBegin
output: OnFedUponEnd
output: OnSellWeapon
output: OnBarterClose
output: OnLinearMoveDone
output: OnAngularMoveDone
METHODS:
input: MoveToPosition
input: BeginSequence
input: CancelSequence
input: SetRelationship
input: HumanityAdd
input: Bloodloss
input: Bloodgain
input: ClearActiveDisciplines
input: physdamagescale
input: Inventory_Remove
input: MoneyAdd
input: MoneyRemove
input: BarterBegin
input: BarterEnd
input: BloodHeal
input: FrenzyCheck
input: FrenzyTrigger
input: HungerCheck
input: FrenzyUpdate
input: PlayFloat
input: WillTalk
input: ChangeMasqueradeLevel
input: FadeHeadAsCameraTarget
input: FadeBodyAsCameraTarget
input: SetHeadAsCameraTarget
input: SetBodyAsCameraTarget
input: LookAtEntityEye
input: LookAtEntityCenter
input: LookAtEntityOrigin
input: LookAtEntityDefault
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
PROPERTIES
"targetname" "hooker_2_to_alley"
"m_iszEntity" "hooker"
"m_flRadius" "32"
"m_flRepeat" "0"
"m_fMoveTo" "0"
"m_iszNextScript" "hooker_2_alley_lovin"
"m_iFinishSchedule" "0"
"origin" "2020.57 129.317 -103"
AMBIENT
ambient_generic
EVENTS
output: OnUseBegin
output: OnUseEnd
METHODS
input: PlaySound
input: StopSound
input: ToggleSound
input: Pitch
input: Volume
PROPERTIES
"classname" "ambient_generic"
"health" "5"
"preset" "0"
"volstart" "0"
"fadein" "3"
"fadeout" "3"
"pitch" "100"
"pitchstart" "100"
"spinup" "0"
"spindown" "0"
"lfotype" "0"
"lforate" "0"
"lfomodpitch" "0"
"lfomodvol" "0"
"cspinup" "0"
"radius" "3125"
"sound_event" "0"
"sound_event_level" "2"
"targetname" "tong_callout2"
"message" "Character/Male/unique/Tongie/line41_col_e.mp3"
"SourceEntityName" "front_window"
"spawnflags" "48"
"origin" "-761.405 340.64 9"
ambient_location ?
ambient_soundscheme
EVENTS:
METHODS:
input: FadeIn
input: FadeOut
PROPERTIES (ex)
"scheme_file" "sound/Schemes/temple_3.txt"
"start_enabled" "1"
"spawnflags" "0"
"origin" "23.322 -29.99 74"
CAMERA)
camera_cinematic
EVENTS:
output: OnLinearMoveDone
output: OnAngularMoveDone
METHODS:
input: StartShot
input: EndShot
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
PROPERTIES (ex)
"classname" "camera_cinematic"
"shotname" "vdata/CameraShots/LookAtTarget_Snap.txt"
"point_player" "1"
"startent" "romero_camera"
"endent" "romero_camera"
"target1" "romero_camera_target"
"target2" "romero_camera_target"
"spawnflags" "1"
"targetname" "romero_camera"
"origin" "2270 -2213 -306"
camera_keyframe
EVENTS:
output: OnReachedKeyframe
output: OnLeavingKeyframe
METHODS:
PROPERTIES (ex)
"targetname" "fake_ash_staked_camera_1"
"TimeControl" "1"
"MoveSpeed" "68.468971252441406"
"MoveTime" "1"
"PositionInterpolator" "1"
"Corner" "1"
"Pause" "1.5"
"RateIn" "1"
"RateOut" "1"
"FocalLength" "28.2"
"Roll" "0"
"NextKey" "fake_ash_staked_camera_2"
"OnLeavingKeyframe" "stake,ScriptUnhide,,0,-1,,"
"origin" "-172 668 56"
camera_track
EVENTS:
output: OnAnimationCompleted
output: OnReachedKeyframe
output: OnLeavingKeyframe
METHODS:
input: PlayAsCameraTarget
input: PlayAsCameraPosition
input: RestoreCameraToPlayerControl
PROPERTIES (ex):
"targetname" "fake_ash_staked_camera"
"TimeControl" "1"
"MoveSpeed" "265.45376586914062"
"MoveTime" "0.5"
"PositionInterpolator" "1"
"Corner" "1"
"Pause" "3"
"RateIn" "1"
"RateOut" "1"
"FocalLength" "28.2"
"Roll" "0"
"HoldAtEnd" "1"
"FromPlayerTime" "0"
"ToPlayerTime" "0"
"NextKey" "fake_ash_staked_camera_1"
"OnLeavingKeyframe" "Hunter,SetHeadAsCameraTarget,,0,-1,,"
"origin" "-145 764.916 142.572"
security_camera
output: OnPanToEnd
output: OnPanToStart
output: OnPlayerDiscovered
output: OnBreak
output: OnHealthChanged
output: OnLinearMoveDone
output: OnAngularMoveDone
output: OnUseBegin
output: OnUseEnd
input: Enable
input: Disable
input: Toggle
input: physdamagescale
input: Break
input: SetHealth
input: AddHealth
input: RemoveHealth
input: FadeOutKill
input: SetDebris
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
sky_camera
output: OnUseBegin
output: OnUseEnd
"scale" "16"
"fogenable" "0"
"fogblend" "0"
"fogcolor" "2 2 2"
"fogcolor2" "255 255 255"
"fogdir" "1 0 0"
"fogstart" "7800.0"
"fogend" "8000.0"
"origin" "-141 -1055.5 2541.5"
ENVIRONMENT)
env_beam
EVENTS:
METHODS:
input: TurnOn
input: TurnOff
input: Toggle
input: StrikeOnce
input: Width
input: Noise
input: ScrollSpeed
env_fade
EVENTS:
output: OnBeginFade
output: OnUseBegin
output: OnUseEnd
METHODS:
input: Fade
PROPERTIES (ex):
"targetname" "fade_white"
"renderamt" "255"
"rendercolor" "255 255 255"
"duration" "0.5"
"holdtime" "0"
"spawnflags" "8"
"origin" "-28.6845 420.47 -471"
env_floating_camera
EVENTS:
METHODS:
input: StartWaves
input: StopWaves
env_particle
EVENTS:
METHODS:
input: TurnOn
input: TurnOff
input: SetAttachType
input: SetRateScale
input: SetRampTime
PROPERTIES (ex) :
env_particle_hud
EVENTS:
METHODS:
input: TurnOn
input: TurnOff
input: SetAttachType
input: SetRateScale
input: SetRampTime
PROPERTIES (ex):
env_physexplosion
EVENTS:
METHODS
input: Explode
PROPERTIES (ex):
"targetname" "boom"
"magnitude" "600"
"StartHidden" "0"
"radius" "128"
"origin" "-164 8 427"
EVENTS:
METHODS:
input: Impact
PROPERTIES (ex):
"magnitude" "700"
"target_position" "29.05 -2.25 406"
"targetname" "studiodoor2-phys_impact"
"parentname" "room2door"
"directionentityname" "room2door"
"spawnflags" "7"
"origin" "29.0565 -2.2517 406.003"
env_shake
EVENTS:
METHODS:
input: StartShake
input: StopShake
input: Amplitude
input: Frequency
PROPERTIES (ex):
"radius" "512"
"targetname" "snake1"
"amplitude" "4"
"duration" ".1"
"frequency" "2.5"
"spawnflags" "1"
"origin" "477.954 708 -412"
env_shooter
EVENTS:
METHODS:
input: Shoot
PROPERTIES (ex):
env_spark
EVENTS:
output: OnSpark
METHODS:
input: StartSpark
input: StopSpark
input: ToggleSpark
input: SparkOnce
PROPERTIES(Ex):
env_sprite
EVENTS:
METHODS:
input: SetScale
input: HideSprite
input: ShowSprite
input: ToggleSprite
input: Toggle
input: TurnOn
input: TurnOff
PROPERTIES:
"classname" "env_sprite"
"renderfx" "14"
"renderamt" "30"
"rendercolor" "247 239 210"
"framerate" "0"
"rendermode" "3"
"disableshadows" "0"
"disablereceiveshadows" "0"
"model" "materials/sprites/glowa.vmt"
"scale" ".2"
"spawnflags" "1"
"origin" "139 245 147"
env_steam
EVENTS:
METHODS:
input: JetLength
input: SpreadSpeed
input: Speed
input: Rate
input: TurnOn
input: TurnOff
input: Toggle
PROPERTIES (ex):
events_player
EVENTS:
output: OnFrenzyBegin
output: OnFrenzyEnd
output: OnWolfMorphBegin
output: OnWolfMorphEnd
output: OnPlayerTookDamage
output: OnPlayerKilled
output: OnPlayerSoundLoud
output: OnActivateAuspex
output: OnActivateCelerity
output: OnActivateCorpusVampirus
output: OnActivateFortitude
output: OnActivateObfuscate
output: OnActivatePotence
output: OnActivatePresense
output: OnActivateProtean
output: OnActivateAnimalismLvl1
output: OnActivateAnimalismLvl2
output: OnActivateDementationLvl1
output: OnActivateDementationLvl2
output: OnActivateDominateLvl1
output: OnActivateDominateLvl2
output: OnActivateThaumaturgyLvl1
output: OnActivateThaumaturgyLvl2
METHODS:
input: EnableOutputs
input: DisableOutputs
input: CreateControllerNPC
input: RemoveControllerNPC
input: AwardExp
input: ClearDialogCombatTimers
input: ImmobilizePlayer
input: MobilizePlayer
input: RemoveDisciplines
input: RemoveDisciplinesNow
input: MakePlayerUnkillable
input: MakePlayerKillable
PROPERTIES (ex):
"targetname" "playercontroller"
"enabled" "1"
"origin" "-7.74472 539.688 45"
events_world
EVENTS:
output: OnCopsOutside
output: OnCopsComing
output: OnStartCopPursuitMode
output: OnEndCopPursuitMode
output: OnStartCopAlertMode
output: OnEndCopAlertMode
output: OnStartHunterPursuitMode
output: OnEndHunterPursuitMode
output: OnMasqueradeLevel1
output: OnMasqueradeLevel2
output: OnMasqueradeLevel3
output: OnMasqueradeLevel4
output: OnMasqueradeLevel5
output: OnMasqueradeLevelChanged
output: OnPlayerHasNoBlood
output: OnCombatMusicStart
output: OnCombatMusicEnd
output: OnAlertMusicStart
output: OnAlertMusicEnd
output: OnNormalMusicStart
output: OnNormalMusicEnd
output: OnUseBegin
output: OnUseEnd
input: SetSafeArea
input: SetCopWaitArea
input: SetCopGrace
input: SetNosferatuTolerant
input: SetNoFrenzyArea
input: AIEnable
input: FadeGlobalWetness
input: HideCutsceneInterferingEntities
input: UnhideCutsceneInterferingEntities
input: PlayEndCredits
input: ClearDialogCombatTimers
input: Kill
input: Use
input: Alpha
input: Color
input: SetParent
input: ClearParent
input: ScriptHide
input: ScriptUnhide
input: SetSoundOverrideEnt
input: SetFakeSilence
FILTERS)
filter_activator_class
EVENTS:
output: OnPass
output: OnFail
METHODS:
input: TestActivator
PROPERTIES (ex):
"targetname" "gate_dmg_filter"
"filterclass" "npc_vzombie"
"reverse_outcome" "0"
"origin" "1670.31 -1301.59 -100.827"
filter_activator_feat
EVENTS:
output: OnPass
output: OnFail
METHODS:
input: TestActivator
PROPERTIES (ex)
filter_activator_inventory
EVENTS:
output: OnPass
output: OnFail
METHODS:
input: TestActivator
Properties (ex):
"reverse_outcome" "0"
"item_name" "item_g_idol_crane"
"spawnflags" "0"
"targetname" "filter_crane"
"origin" "210 147 17"
filter_activator_mass
EVENTS:
output: OnPass
output: OnFail
METHODS:
input: TestActivator
Properties (ex):
filter_activator_name
EVENTS:
output: OnPass
output: OnFail
METHODS:
input: TestActivator
Properties (ex):
"targetname" "prostitute_filter"
"reverse_outcome" "0"
"filtername" "prostitute*"
"origin" "-178.244 -1509.86 3.07441"
filter_multi
EVENTS:
output: OnPass
output: OnFail
METHODS:
input: TestActivator
Properties (ex):
"reverse_outcome" "0"
"filtertype" "1"
"targetname" "filter_idol"
"Filter01" "filter_cat"
"Filter02" "filter_crane"
"Filter03" "filter_dragon"
"Filter04" "filter_elephant"
"origin" "231.404 91.1505 17"
FUNCTIONS)
func_areaportal
EVENTS:
METHODS:
input: Open
input: Close
input: Toggle
input: TurnOn
input: TurnOff
PROPERTIES (ex):
"portalnumber" "1"
"classname" "func_areaportal"
"StartOpen" "0"
"target" "frontdoora"
func_areaportalwindow
EVENTS:
METHODS:
PROPTERIES (ex):
"portalnumber" "4"
"targetname" "vesuviousfrntdrwndw"
"target" "vesuviousfrntdr"
"FadeStartDist" "128"
"FadeDist" "256"
"TranslucencyLimit" "0"
func_breakable
EVENTS:
output: OnBreak
output: OnHealthChanged
METHODS:
input: Break
input: SetHealth
input: AddHealth
input: RemoveHealth
input: SetDamageable
PROPERTIES (ex):
"model" "*2"
"classname" "func_breakable"
"health" "1"
"material" "0"
"explosion" "0"
"pressuredelay" "0"
"spawnflags" "256"
func_breakable_surf
EVENTS:
output: OnBreak
output: OnHealthChanged
METHODS:
input: Break
input: SetHealth
input: AddHealth
input: RemoveHealth
input: SetDamageable
PROPERTIES (ex):
"model" "*7"
"StartHidden" "0"
"collideable_gibs" "0"
"health" "5"
"material" "0"
"explosion" "0"
"spawnobject" "0"
"explodemagnitude" "0"
"pressuredelay" "0"
"renderfx" "0"
"rendermode" "0"
"renderamt" "255"
"rendercolor" "255 255 255"
"disableshadows" "1"
"disablereceiveshadows" "0"
"fragility" "100"
"surfacetype" "0"
"lowerleft" "-12 870 180"
"upperleft" "-12 870 204"
"lowerright" "12 870 180"
"upperright" "12 870 204"
"error" "0"
"OnBreak" "sound_window,PlaySound,,0,-1,,"
func_brush
NOTES:
EVENTS:
METHODS:
input: Enable
input: Disable
input: Toggle
PROPERTIES (ex):
“model *20â€
"targetname" "cat_brush"
"renderfx" "0"
"rendermode" "0"
"renderamt" "255"
"rendercolor" "255 255 255"
"disableshadows" "1"
"disablereceiveshadows" "0"
"StartHidden" "1"
"InputFilter" "0"
"StartDisabled" "0"
"Solidity" "0"
"climbable" "0"
"OnPressed" "cat_prop,ScriptHide,,0,-1,,"
"OnPressed" ",,,0,-1,RemoveIdol('cat'),"
func_button
EVENTS:
output: OnDamaged
output: OnPressed
output: OnIn
output: OnOut
output: OnLinearMoveDone
output: OnAngularMoveDone
METHODS:
input: Lock
input: Unlock
input: Press
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
PROPERTIES (ex):
"model" "*25"
"renderamt" "255"
"rendercolor" "255 255 255"
"disableshadows" "1"
"angles" "0 0 0"
"speed" "5"
"lip" "0"
"wait" "-1"
"use_icon" "48"
"locked_icon" "12"
"locked_sound" "environmental/electronic/deny_beep.wav"
"unlocked_sound" "environmental/electronic/button_beep.wav"
"spawnflags" "1056"
"origin" "-1182 -1557.81 60"
"targetname" "camera_button_2"
"soundgroup" "small_metal_switch"
"use_filter_name" "filter_inventory"
"OnPressed" "camera_model_2,ScriptUnhide,,0,1,,"
"OnPressed" "camera_button_2,Kill,,0,1,,"
"OnPressed" ",,,0,1,placeCam(),"
"OnIn" "Blade_2_Trigger,ScriptUnhide,,0,-1,,"
func_door
EVENTS:
output: OnBlockedOpening
output: OnBlockedClosing
output: OnUnblockedOpening
output: OnUnblockedClosing
output: OnFullyClosed
output: OnFullyOpen
output: OnClose
output: OnOpen
output: OnLinearMoveDone
output: OnAngularMoveDone
METHODS:
input: Open
input: Close
input: Toggle
input: Lock
input: Unlock
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
PROPERTIES (ex):
"model" "*3"
"StartHidden" "0"
"renderfx" "0"
"rendermode" "0"
"renderamt" "255"
"rendercolor" "255 255 255"
"disableshadows" "1"
"disablereceiveshadows" "0"
"speed" "100"
"wait" "-1"
"lip" "0"
"dmg" "0"
"health" "0"
"soundgroup" "heavy_iron_gate"
"angles" "-90 0 0"
"spawnflags" "0"
"origin" "-847 73 54"
"targetname" "slide_door_1"
"use_icon" "10"
"locked_icon" "3"
func_door_rotating
EVENTS:
output: OnBlockedOpening
output: OnBlockedClosing
output: OnUnblockedOpening
output: OnUnblockedClosing
output: OnFullyClosed
output: OnFullyOpen
output: OnClose
output: OnOpen
output: OnLinearMoveDone
output: OnAngularMoveDone
METHODS:
input: Open
input: Close
input: Toggle
input: Lock
input: Unlock
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
PROPERTIES (ex)
"model" "*23"
"StartHidden" "0"
"renderfx" "0"
"rendermode" "0"
"renderamt" "255"
"rendercolor" "255 255 255"
"disableshadows" "0"
"disablereceiveshadows" "0"
"speed" "100"
"wait" "5"
"lip" "0"
"dmg" "0"
"health" "0"
"soundgroup" "standard_door"
"angles" "0 0 0"
"distance" "90"
"climbable" "0"
"spawnflags" "256"
"origin" "250 739.5 43.5"
"targetname" "door1l"
"linked_door" "door1r"
"use_icon" "10"
"locked_icon" "3"
func_dustmotes
NOTES:
EVENTS:
METHODS
input: TurnOn
input: TurnOff
PROPERTIES (ex):
"model" "*10"
"StartDisabled" "0"
"Color" "255 255 255"
"SpawnRate" "40"
"SpeedMax" "4"
"LifetimeMin" "3"
"LifetimeMax" "5"
"DistMax" "512"
"Frozen" "0"
"Alpha" "150"
"SizeMin" "10"
"SizeMax" "15"
"SpriteName" "particle/sparkles"
func_elevator
EVENTS:
output: OnMoveStart
output: OnReachFloorAny
output: OnPassFloorAny
output: OnReachFloor1
output: OnReachFloor2
output: OnReachFloor3
output: OnReachFloor4
output: OnReachFloor5
output: OnReachFloor6
output: OnReachFloor7
output: OnReachFloor8
output: OnPassFloor2
output: OnPassFloor3
output: OnPassFloor4
output: OnPassFloor5
output: OnPassFloor6
output: OnPassFloor7
output: Position
output: OnStop
output: OnReachStart
output: OnReachEnd
output: OnMoveTowardsStart
output: OnMoveTowardsEnd
output: OnLinearMoveDone
output: OnAngularMoveDone
METHODS:
input: SnapToFloor
input: GotoFloor
input: Lock
input: Unlock
input: CallCurrentFloorOutputs
input: Open
input: Close
input: SetPosition
input: StartMoving
input: StopMoving
input: ToggleMovement
input: SetSpeed
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
PROPERTIES (ex):
func_illusionary
EVENTS:
METHODS:
input: Kill
input: Use
input: Alpha
input: Color
input: SetParent
input: ClearParent
input: ScriptHide
input: ScriptUnhide
input: SetSoundOverrideEnt
input: SetFakeSilence
PROPERTIES (ex):
"model" "*6"
"StartHidden" "0"
"renderfx" "0"
"rendermode" "0"
"renderamt" "255"
"rendercolor" "255 255 255"
"disableshadows" "1"
"disablereceiveshadows" "0"
"origin" "347.5 184 153.5"
func_keyframed_mover
EVENTS:
output: OnReachedKeyframe
output: OnReachedEnd
output: OnReachedBeginning
output: OnLinearMoveDone
output: OnAngularMoveDone
METHODS:
input: MoveForwards
input: MoveBackwards
input: StopMoving
input: SetSpeed
input: SnapToKeyframe
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
PROPERTIES (ex):
"model" "*14"
"targetname" "train"
"StartHidden" "0"
"speed" "0"
"direction" "0"
"origin" "3222 1136 -295.03"
"start_key" "t1"
"spawnflags" "1"
func_lod
NOTES:
LOD = Level of Detail. You can set this globally for the entire game
from the In Game Options
Menu. Or you can increase/decrease for specific objects
EVENTS:
METHODS:
PROPERTIES (ex):
func_monitor
NOTES:
EVENTS:
METHODS
input: SetCamera
input: Enable
input: Disable
input: Toggle
PROPERTIES (ex) :
"model" "*14"
"renderamt" "255"
"rendercolor" "255 255 255"
"disableshadows" "1"
"targetname" "monitor"
"target" "point_cam1"
"origin" "625.83 546.78 -31.24"
"InputFilter" "16"
"Solidity" "0"
"spawnflags" "1"
func_movelinear
NOTES:
Functional “plugin†that makes targetname move.
EVENTS:
output: Position
output: OnStop
output: OnReachStart
output: OnReachEnd
output: OnMoveTowardsStart
output: OnMoveTowardsEnd
output: OnLinearMoveDone
output: OnAngularMoveDone
METHODS:
input: Open
input: Close
input: SetPosition
input: StartMoving
input: StopMoving
input: ToggleMovement
input: SetSpeed
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
PROPERTIES:
"model" "*35"
"angles" "-90 0 0"
"startposition" "0"
"speed" "100"
"movedistance" "160"
"blockdamage" "0"
"spawnflags" "0"
"targetname" "temp_elevator"
func_particle
EVENTS:
METHODS:
input: TurnOn
input: TurnOff
input: SetAttachType
input: SetRateScale
input: SetRampTime
PROPERTIES (ex):
"model" "*120"
"angles" "0 0 0"
"origin" "2531 1166 -830.5"
"active" "0"
"particle_definition" "rain_box_emitter"
"ramp_scale" "1.0"
func_physbox
EVENTS:
output: OnDamaged
output: OnAwakened
output: OnPhysGunPickup
output: OnPhysGunDrop
METHODS:
input: physdamagescale
input: Wake
PROPERTIES (ex):
"model" "*56"
"StartHidden" "1"
"renderfx" "0"
"rendermode" "0"
"renderamt" "255"
"rendercolor" "255 255 255"
"disableshadows" "1"
"disablereceiveshadows" "0"
"targetname" "gibdoor"
"physdamagescale" "1"
"override_mass" "-1"
"origin" "-160 -12 436"
"spawnflags" "17"
func_pushable
EVENTS:
output: OnBreak
output: OnHealthChanged
METHODS:
input: Break
input: SetHealth
input: AddHealth
input: RemoveHealth
input: SetDamageable
func_rotating
EVENTS:
METHODS:
input: SetSpeed
input: Start
input: Stop
input: Toggle
input: Reverse
input: StartForward
input: StartBackward
PROPERTIES:
"model" "*1"
"renderfx" "0"
"rendermode" "0"
"renderamt" "255"
"rendercolor" "255 255 255"
"disableshadows" "1"
"disablereceiveshadows" "0"
"speed" "100"
"wait" "4"
"lip" "0"
"dmg" "0"
"health" "0"
"locked_sentence" "0"
"unlocked_sentence" "0"
"angles" "0 0 0"
"distance" "90"
"climbable" "0"
"spawnflags" "256"
"origin" "-344 -881 59.5"
"soundgroup" "heavy_iron_gate"
"targetname" "secretdoor2_locked"
"use_icon" "10"
"locked_icon" "3"
GAME)
game_sign
EVENTS:
METHODS:
input: ChangeFile
input: OpenWindow
input: CloseWindow
PROPERTIES (ex) :
game_text
EVENTS:
METHODS:
input: Display
input: DisplayWindow
input: CloseWindow
PROPERTIES (ex):
game_ui
output: PlayerOn
output: PlayerOff
output: PressedAny
output: PressedMoveLeft
output: PressedMoveRight
output: PressedForward
output: PressedBack
output: PressedAttack
output: PressedAttack2
output: PressedFeed
output: XAxis
output: YAxis
output: AttackAxis
output: Attack2Axis
METHODS:
input: Deactivate
input: Activate
PROPERTIES (ex):
"FieldOfView" "-1.0"
"spawnflags" "96"
"targetname" "pc_control"
"PressedAttack" "pc_control,Deactivate,,0.5,-1,,"
"PressedAttack" "popup,CloseWindow,,0,-1,,"
"PlayerOn" "popup,OpenWindow,,0,-1,,"
"origin" "-279 -4716.12 -903.789"
HUD)
hud_counter
EVENTS:
METHODS:
input: setvalue
input: setxpos
input: setypos
input: TurnOn
input: TurnOff
input: TurnOn
input: TurnOff
hud_timer :
EVENTS:
output: OnTimerComplete
METHODS:
input: count_time
input: RestartTimer
input: ResetTimer
input: StartTimer
input: PauseTimer
input: Show
input: Hide
PROPERTIES (ex):
"classname" "hud_timer"
"count_time" "300"
"count_type" "-1"
"targetname" "timer"
"OnTimerComplete" "Relay_Finished_Level,Trigger,,0,-1,G.Romero_Quest =
3,"
"origin" "2212.47 -2249.13 -357"
AI_HINT)
info_hint
EVENTS:
METHODS:
PROPERTIES (ex):
EVENTS:
output: OnSpawnNoCopCars
output: OnSpawnOneCopCar
output: OnSpawnTwoCopCars
output: OnDelaySpawnOneCopCar
output: OnDelaySpawnTwoCopCars
output: OnCopsInPursuit
output: OnHeightenedAlert
output: OnEnterMapHere
METHODS:
PROPERTIES (ex):
"targetname" "temple_arena"
"angles" "0 0 0"
"spawnflags" "1"
"origin" "6.36149 6.62193 1"
info_node
NOTES: info_nodes are used by the games ai to help NPCs and monsters
“seeâ€
the map. Some nodes also identify what an npc can do like
climbing a
ladder. Without these, NPCs would appear to be blind and walk
into
buildings, etc...
Most info nodes share the same methods and events (which are
all
useless). The nodes power is in simply existing within a map
and
having a location. The exceptions are noted.
Within the game, you will not see info_nodes listed as they are
Defined in the map meta-data. Instead, report_entities will
Combine all info_nodes into the general category “ai_hintâ€.
EVENTS:
METHODS:
PROPERTIES (ex):
"nodeid" "77"
"origin" "-432 -644 17"
info_node_bach_run_1
info_node_bach_run_2
info_node_bach_teleport_1
info_node_bach_teleport_2
info_node_bach_teleport_3
info_node_bach_teleport_4
info_node_chang_column
info_node_chang_jumpbase
info_node_chang_ledge
info_node_chang_teleport
info_node_climb
PROPERTIES (ex):
"nodeid" "0"
"angles" "0 0 0"
"hinttype" "10000"
"StartHintDisabled" "0"
"origin" "3669 979 -385"
info_node_cover_corner
PROPERTIES (ex):
"angles" "0 225 0"
"nodeid" "45"
"hinttype" "10200"
"StartHintDisabled" "0"
"target_angle_range" "60"
"target_dist_min" "200"
"target_dist_max" "800"
"hint_rating" "3"
"group_id" "2"
"Group" "5"
"targetname" "IdolRoom_2_Cover2"
"StartHidden" "1"
"origin" "-666 992 12"
info_node_cover_low
"classname" "info_node_cover_low"
"nodeid" "1"
"angles" "0 90 0"
"hinttype" "101"
"StartHintDisabled" "0"
"Group" "1"
"target_angle_range" "60"
"target_dist_min" "256"
"target_dist_max" "32000"
"hint_rating" "5"
"group_id" "1"
"targetname" "low_01"
"StartHidden" "1"
"origin" "-947 216 7"
info_node_cover_med
"angles" "0 180 0"
"nodeid" "23"
"hinttype" "100"
"StartHintDisabled" "0"
"target_angle_range" "60"
"target_dist_min" "200"
"target_dist_max" "2000"
"hint_rating" "3"
"group_id" "4"
"target_name" "guard_dragon"
"Group" "4"
"targetname" "IdolRoom_4_Cover"
"origin" "96 -1055 12"
info_node_crosswalk
"nodeid" "2"
"angles" "0 0 0"
"hinttype" "11000"
"StartHintDisabled" "0"
"targetname" "xwalk_4"
"origin" "-716 -1352 -108.39"
info_node_hint
"targetname" "shoot_at_me"
"StartHidden" "1"
"nodeid" "1"
"angles" "0 0 0"
"hinttype" "10400"
"StartHintDisabled" "0"
"Group" "1"
"origin" "-830 835 286"
info_node_kick_over
info_node_link
NOTES: A specialized info node. One of the few with usefull methods.
METHODS:
input: TurnOn
input: TurnOff
info_node_manbat_fly_to_point
info_node_patrol_point
info_node_sabbat_arch
info_node_sabbat_bottom
info_node_sabbat_dive
info_node_sabbat_hide
info_node_sabbat_nojump
info_node_sabbat_top
info_node_shoot_at
info_node_tzimisce
info_node_werewolf
info_node_werewolf_hint
info_player_start
NOTES: This is a special node that the engine looks for. There SHOULD
be
exactly 1 per map and it is where the engine will place the
Player by
default. Since there should only be 1, you generally do not
create it dynamically using script.
PROPERTIES (ex):
info_target
info_teleport_destination
"targetname" "teleport_moe"
"angles" "0 270 0"
"spawnflags" "0"
"origin" "59 54 331"
INSPECTION)
inspection_brush
EVENTS:
METHODS:
input: TurnOn
input: TurnOff
input: SetAttachType
input: SetRateScale
input: SetRampTime
PROPERTIES (ex):
"model" "*32"
"StartHidden" "0"
"start_enabled" "1"
"inspection" "10"
"origin" "256 700 72"
"targetname" "secretdoor1_inspect"
inspection_node
EVENTS:
METHODS:
input: TurnOn
input: TurnOff
input: SetAttachType
input: SetRateScale
input: SetRampTime
PROPERTIES (ex):
"start_enabled" "1"
"inspection" "10"
"parentname" "Blade_3_Button"
"targetname" "Blade_3_Button_Inspect"
"origin" "889.503 -1103.54 17"
INTERESTING_PLACES)
Vampire/vdata/system/InterestingPlaceTypeList.txt
intersting_place
output: OnNPCArrived
output: OnNPCLeft
output: OnAnimEvent1
output: OnAnimEvent2
output: OnAnimEvent3
output: OnAnimEvent4
output: OnAnimEvent5
output: OnAnimEvent6
output: OnAnimEvent7
output: OnAnimEvent8
input: Enable
input: Disable
PROPERTIES (ex):
intersting_place_conversation
CONTAINERS)
item_container
EVENTS:
output: OnItemRemove
output: OnItemInsert
output: OnBreak
output: OnSellWeapon
output: OnBarterClose
output: OnLinearMoveDone
output: OnAngularMoveDone
METHODS:
input: Use
input: AddEntityToContainer
input: SpawnItemInContainer
input: DeleteItems
input: HumanityAdd
input: Bloodloss
input: Bloodgain
input: ClearActiveDisciplines
input: physdamagescale
input: Inventory_Remove
input: MoneyAdd
input: MoneyRemove
input: BarterBegin
input: BarterEnd
input: BloodHeal
input: FrenzyCheck
input: FrenzyTrigger
input: HungerCheck
input: FrenzyUpdate
input: PlayFloat
input: WillTalk
input: ChangeMasqueradeLevel
input: FadeHeadAsCameraTarget
input: FadeBodyAsCameraTarget
input: SetHeadAsCameraTarget
input: SetBodyAsCameraTarget
input: LookAtEntityEye
input: LookAtEntityCenter
input: LookAtEntityOrigin
input: LookAtEntityDefault
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
PROPERTIES (ex):
item_container_animated
PROPERTIES (ex):
item_container_lock
EVENTS:
output: OnSkillSuccess
output: OnSkillFail
output: OnSkillBotch
output: OnSkillAttemptBegin
output: OnSkillAttemptCycle
output: OnBreak
output: OnHealthChanged
output: OnLinearMoveDone
output: OnAngularMoveDone
METHODS:
input: Lock
input: Unlock
input: Use
input: ResetDifficulty
input: physdamagescale
input: Break
input: SetHealth
input: AddHealth
input: RemoveHealth
input: FadeOutKill
input: SetDebris
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
PROPERTIES (ex):
"targetname" "safe_lock"
"angles" "0 0 0"
"use_icon" "53"
"difficulty" "5"
"skilltype" "1"
"locksnd" "environmental/electronic/button_click_1.wav"
"delete_key" "0"
"requires_key" "1"
"locked_icon" "54"
"key_icon" "5"
"model" "models/scenery/misc/padlock1/padlock1.mdl"
"parentname" "safe"
"origin" "123.917 1262 76.0246"
LIGHT)
light
EVENTS:
METHODS:
input: SetPattern
input: FadeToPattern
input: Toggle
input: TurnOn
input: TurnOff
light_dynamic
input: distance
input: brightness
input: _inner_cone
input: _cone
input: spotlight_radius
input: spotlight_radius
input: style
input: TurnOn
input: TurnOff
input: Toggle
light_environment
input: SetPattern
input: FadeToPattern
input: Toggle
input: TurnOn
input: TurnOff
"classname" "light_environment"
"_light" "103 184 250 0"
"angles" "0 49 0"
"pitch" "0"
"_ambient" "72 141 217 20"
"origin" "2713.56 -2555.85 -359"
light_spot
input: SetPattern
input: FadeToPattern
input: Toggle
input: TurnOn
input: TurnOff
LOGIC)
logic_auto
output: OnMapLoad
"targetname" "malk_nos_check"
"OnMapLoad" ",,,2,-1,G.Kingsway_Open = 0,"
"origin" "-264.814 401.763 52"
logic_case
output: OnCase01
output: OnCase02
output: OnCase03
output: OnCase04
output: OnCase05
output: OnCase06
output: OnCase07
output: OnCase08
output: OnCase09
output: OnCase10
output: OnCase11
output: OnCase12
output: OnCase13
output: OnCase14
output: OnCase15
output: OnCase16
output: OnDefault
input: InValue
input: PickRandom
"targetname" "Creak_Logic_Right"
"OnCase03" "Creak_7,PlaySound,,0,-1,,"
"OnCase02" "Creak_8,PlaySound,,0,-1,,"
"OnCase01" "Creak_9,PlaySound,,0,-1,,"
"origin" "24.5694 90.1531 236.443"
logic_case_toggle
output: OnCase01
output: OnCase02
output: OnCase03
output: OnCase04
output: OnCase05
output: OnCase06
output: OnCase07
output: OnCase08
output: OnCase09
output: OnCase10
output: OnCase11
output: OnCase12
output: OnCase13
output: OnCase14
output: OnCase15
output: OnCase16
output: OnDefault
input: InValue
input: InValueDelta
input: InValue
input: PickRandom
logic_choreographed_scene
NOTES:
Some MDL files contain skeletal animation info for more than 1
model.
logic_choreographed_scene allows you to identify default models for
use by the animation.
While the example below has target1/2 values, the scene files values
override.
EVENTS:
output: OnStart
output: OnCompletion
output: OnCanceled
output: OnTrigger1
output: OnTrigger2
output: OnTrigger3
output: OnTrigger4
METHODS:
input: Start
input: Pause
input: Resume
input: Cancel
PROPERTIES (ex):
"targetname" "fake_ash_staked_scene"
"angles" "0 89 0"
"SceneFile" "sound/cinematic/Hollywood/Asphole/fake_ash_staked.vcd"
"target1" "Hunter"
"target2" "Ash_lookalike"
"BaseAnim" "models/cinematic/Hollywood/Asphole/FakeAshStaked.mdl"
"position_start" "1"
"position_end" "3"
"OnTrigger1" "stake,SetAttached,Ash_lookalike,0,-1,,"
"OnCompletion" ",,,0,-1,G.Ashlookalike_Dead = 1,"
"OnCompletion" "stake,Kill,,0,-1,,"
"OnTrigger1" "stake,SetParent,Ash_lookalike,0,-1,,"
"OnCompletion"
"fake_ash_staked_camera,RestoreCameraToPlayerControl,,0,-1,,"
"OnCompletion" "Hunter,Kill,,0.1,-1,,"
"OnCompletion" "Ash_lookalike,Kill,,0,-1,,"
"OnTrigger1" "downstairs_dancer,SetRelationship,Hunter D_FR 5,0,-1,,"
"origin" "-184 556 0"
logic_npc_condition
output: OnTrue
output: OnFalse
input: Test
"condition" "COND_HEAR_PLAYER"
"targetname" "check_condition"
"target_npc" "npc_tawni_boyfriend"
"OnTrue" ",,,0,-1,G.Tawni_Spotted = 1,"
"OnTrue" "npc_tawni_boyfriend,SetRelationship,player D_HT 5,0,-1,,"
"OnTrue" "check_condition,Kill,,0,-1,,"
"OnTrue" "visibility_timer,Kill,,0,-1,,"
"origin" "-1632 -1560 147"
logic_pythoncheck
output: OnTrue
output: OnFalse
input: Test
"targetname" "check_quest"
"python_script" "FindPlayer().GetQuestState(\"Mitnick\") < 9"
"OnTrue" ",,,0,-1,G.Shubs_Botch = 1,"
"OnTrue" ",,,0,-1,failMitnick(),"
"origin" "12.9993 484.568 150.727"
logic_relay
output: OnTrigger
input: Enable
input: EnableRefire
input: Disable
input: Toggle
input: Trigger
"StartDisabled" "0"
"targetname" "Relay_Setup_Paths"
"OnTrigger" "guard_patrol_west,FollowPatrolPath,w_1 w_2,0.1,-1,,"
"OnTrigger" "guard_patrol_west,SetupPatrolType,999 1
FOLLOW_PATROL_PATH_WALK,0,-1,,"
"OnTrigger" "guard_patrol_north,SetupPatrolType,999 1
FOLLOW_PATROL_PATH_WALK,0,-1,,"
"OnTrigger" "guard_patrol_north,FollowPatrolPath,n_1 n_2,0.1,-1,,"
"OnTrigger" "guard_patrol_east,SetupPatrolType,999 1
FOLLOW_PATROL_PATH_WALK,0,-1,,"
"OnTrigger" "guard_patrol_east,FollowPatrolPath,e_1 e_2,0.1,-1,,"
"origin" "-44.3441 -439 80.861"
logic_squad_condition
output: OnTrue
output: OnFalse
input: Test
input: Kill
input: Use
input: Alpha
input: Color
input: SetParent
input: ClearParent
input: ScriptHide
input: ScriptUnhide
input: SetSoundOverrideEnt
input: SetFakeSilence
logic_timer
output: OnTimer
output: OnTimerHigh
output: OnTimerLow
input: RefireTime
input: FireTimer
input: Enable
input: Disable
input: Toggle
input: UseRandomTime
input: LowerRandomBound
input: UpperRandomBound
"StartDisabled" "0"
"UseRandomTime" "0"
"spawnflags" "2"
"RefireTime" "40"
"targetname" "streetlight_timer_2"
"OnTimer" "xwalk_3,DontWalk,,40,-1,,"
"OnTimer" "streetlight_state_green_3,Trigger,,20,-1,,"
"OnTimer" "streetlight_state_yellow_3,Trigger,,35,-1,,"
"OnTimer" "streetlight_state_yellow_4,Trigger,,15,-1,,"
"OnTimer" "streetlight_state_green_4,Trigger,,0,-1,,"
"OnTimer" "streetlight_state_red_4,Trigger,,20,-1,,"
"OnTimer" "xwalk_3,Walk,,20,-1,,"
"OnTimer" "streetlight_state_red_3,Trigger,,40,-1,,"
"OnTimer" "xwalk_4,DontWalk,,20,-1,,"
"OnTimer" "xwalk_4,Walk,,0,-1,,"
"origin" "-582.815 -1431.26 8.25257"
logic_visibility_test
output: OnCanSeeTarget
output: OnNotSeeTarget
input: CheckVisibility
NPC)
TeleportToEntity :
Examples
SetScriptedDiscipline(“potence 3â€) <- Permanently activates
Potence on
NPC (doesn’t matter if
they
have it
or not)
SetFollowerBoss :
SetFollowerType:
npc.SetFollowerType("CombatNonCombatant")
npc.SetFollowerType("Default")
Events:
Not all events work all the time. Some events require certain stats.
For
example, OnFound and OnLost events are based on vision. If vision is
too
low, they wont fire. Other events appear to not work such as onGrapple
and
On…Move are only Applicable if the npc if your enemy.
npc_VAndreiBlood
output: OnTransformComplete
output: OnDialogBegin
output: OnDialogEnd
output: OnInterestingPlaceArrived
output: OnInterestingPlaceLeft
output: OnUnknownVisionPlayer
output: OnStateFleeing
output: OnIncapacitatedStart
output: OnIncapacitatedEnd
output: OnDamaged
output: OnDeath
output: OnHalfHealth
output: OnFoundEnemy
output: OnLostEnemyLOS
output: OnLostEnemy
output: OnFoundPlayer
output: OnLostPlayerLOS
output: OnLostPlayer
output: OnHearWorld
output: OnHearPlayer
output: OnHearCombat
output: OnGrappleBegin
output: OnGrappleEnd
output: OnFedUponBegin
output: OnFedUponEnd
output: OnSellWeapon
output: OnBarterClose
output: OnLinearMoveDone
output: OnAngularMoveDone
input: TriggerCombat
input: TransformModel
input: pl_investigate
input: pl_criminal_flee
input: pl_criminal_attack
input: pl_supernatural_flee
input: pl_supernatural_attack
input: WalkToNode
input: TweakParam
input: SetupPatrolType
input: FollowPatrolPath
input: ClearPatrolPath
input: StartPlayerDialog
input: StartPlayerDialogRemote
input: StartPlayerDialogUnforced
input: FleeAndDie
input: Faint
input: DisableThink
input: TeleportToEntity
input: TakeDamage
input: MakeInvincible
input: UseInteresting
input: SetInvestigateMode
input: SetInvestigateModeCombat
input: SetSpeechVolume
input: PlayDialogFile
input: AllowAlertLookaround
input: StayEntrenched
input: AllowKickHintUse
input: SetScriptedDiscipline
input: SetBloodShieldDiscipline
input: SetFollowerBoss
input: SetFollowerType
input: SetFallToGround
input: ChangeSchedule
input: SetDontFacePlayerInDialog
input: SetBossMonster
input: AllowOpenDoors
input: SetMovementMultiplier
input: SetDefaultDialogCamera
input: SetRelationship
input: HumanityAdd
input: Bloodloss
input: Bloodgain
input: ClearActiveDisciplines
input: physdamagescale
input: Inventory_Remove
input: MoneyAdd
input: MoneyRemove
input: BarterBegin
input: BarterEnd
input: BloodHeal
input: FrenzyCheck
input: FrenzyTrigger
input: HungerCheck
input: FrenzyUpdate
input: PlayFloat
input: WillTalk
input: ChangeMasqueradeLevel
input: FadeHeadAsCameraTarget
input: FadeBodyAsCameraTarget
input: SetHeadAsCameraTarget
input: SetBodyAsCameraTarget
input: LookAtEntityEye
input: LookAtEntityCenter
input: LookAtEntityOrigin
input: LookAtEntityDefault
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
"classname" "npc_VAndreiBlood"
"angles" "0 90 0"
"renderamt" "255"
"rendercolor" "255 255 255"
"disableshadows" "1"
"spawnflags" "4"
"physdamagescale" "1.0"
"npc_perception" "3"
"vision" "2400"
"hearing" "-1.00"
"default_disposition" "Neutral"
"default_camera" "DialogDefault"
"demo_sequence" "None"
"npc_transparent" "1"
"skincolor" "0 0 0 0"
"haircolor" "0 0 0 0"
"clothescolor1" "0 0 0 0"
"clothescolor2" "0 0 0 0"
"trimcolor" "0 0 0 0"
"stattemplate" "AndreiBlood"
"player_reaction" "D_NU 0"
"hint_groups" "1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16â€
"investigate_mode" "4"
"investigate_mode_combat" "4"
"pl_investigate" "1"
"pl_criminal_flee" "6"
"pl_criminal_attack" "1"
"pl_supernatural_flee" "6"
"pl_supernatural_attack" "1"
"percent_occluded_wait" "10"
"percent_occluded_cover" "30"
"percent_occluded_walk" "10"
"percent_occluded_flank" "20"
"percent_occluded_chase" "30"
"allow_alert_lookaround" "1"
"allow_kick_hint_use" "1"
"model" "models/character/npc/unique/Hollywood/Andrei/Andrei.mdl"
"crossfade_skin_time" "2.0"
"combat_start_activity" "-1"
"dialogname" "dlg/Hollywood/Andrei.dlg"
"targetname" "Andrei"
"MaxLiveHeadrunners" "4"
"SummonPercentage" "80"
"TeleportTime" "20"
"SummonTime" "35"
"KillToPause" "6"
"AndreiPauseTime" "85"
"is_bossmonster" "0"
"follower_type" "Default"
"OnDialogEnd" "flame_sounds,PlaySound,,0,-1,,"
"OnDeath" "flame_sounds,Kill,,0,-1,,"
"OnDeath" "flames,TurnOff,,0,-1,,"
"OnDeath" "flames_blockade,ScriptHide,,0,-1,,"
"OnDialogEnd" "flames,TurnOn,,0,-1,,"
"OnDialogEnd" "flames_blockade,ScriptUnhide,,0,-1,,"
"OnDialogEnd" "garagedoor,Lock,,0,-1,,"
"OnDialogEnd" "Andrei,TriggerCombat,0,0.3,-1,,"
"OnDialogEnd" "Andrei,SetRelationship,player D_HT 10,0,-1,,"
"OnDeath" ",,,0,-1,andreiDead(),"
"OnDeath" "andrei_door*,Unlock,,0,-1,,"
"OnDialogEnd" "Andrei,SetBossMonster,1,0,-1,,"
"origin" "-399.152 34.7798 -255"
npc_VAsianVampire
output: OnTransformComplete
output: OnDialogBegin
output: OnDialogEnd
output: OnInterestingPlaceArrived
output: OnInterestingPlaceLeft
output: OnUnknownVisionPlayer
output: OnStateFleeing
output: OnIncapacitatedStart
output: OnIncapacitatedEnd
output: OnDamaged
output: OnDeath
output: OnHalfHealth
output: OnFoundEnemy
output: OnLostEnemyLOS
output: OnLostEnemy
output: OnFoundPlayer
output: OnLostPlayerLOS
output: OnLostPlayer
output: OnHearWorld
output: OnHearPlayer
output: OnHearCombat
output: OnGrappleBegin
output: OnGrappleEnd
output: OnFedUponBegin
output: OnFedUponEnd
output: OnSellWeapon
output: OnBarterClose
output: OnLinearMoveDone
output: OnAngularMoveDone
input: TransformModel
input: pl_investigate
input: pl_criminal_flee
input: pl_criminal_attack
input: pl_supernatural_flee
input: pl_supernatural_attack
input: WalkToNode
input: TweakParam
input: SetupPatrolType
input: FollowPatrolPath
input: ClearPatrolPath
input: StartPlayerDialog
input: StartPlayerDialogRemote
input: StartPlayerDialogUnforced
input: FleeAndDie
input: Faint
input: DisableThink
input: TeleportToEntity
input: TakeDamage
input: MakeInvincible
input: UseInteresting
input: SetInvestigateMode
input: SetInvestigateModeCombat
input: SetSpeechVolume
input: PlayDialogFile
input: AllowAlertLookaround
input: StayEntrenched
input: AllowKickHintUse
input: SetScriptedDiscipline
input: SetBloodShieldDiscipline
input: SetFollowerBoss
input: SetFollowerType
input: SetFallToGround
input: ChangeSchedule
input: SetDontFacePlayerInDialog
input: SetBossMonster
input: AllowOpenDoors
input: SetMovementMultiplier
input: SetDefaultDialogCamera
input: SetRelationship
input: HumanityAdd
input: Bloodloss
input: Bloodgain
input: ClearActiveDisciplines
input: physdamagescale
input: Inventory_Remove
input: MoneyAdd
input: MoneyRemove
input: BarterBegin
input: BarterEnd
input: BloodHeal
input: FrenzyCheck
input: FrenzyTrigger
input: HungerCheck
input: FrenzyUpdate
input: PlayFloat
input: WillTalk
input: ChangeMasqueradeLevel
input: FadeHeadAsCameraTarget
input: FadeBodyAsCameraTarget
input: SetHeadAsCameraTarget
input: SetBodyAsCameraTarget
input: LookAtEntityEye
input: LookAtEntityCenter
input: LookAtEntityOrigin
input: LookAtEntityDefault
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
npc_VBach
output: OnDialogBegin
output: OnDialogEnd
output: OnInterestingPlaceArrived
output: OnInterestingPlaceLeft
output: OnUnknownVisionPlayer
output: OnStateFleeing
output: OnIncapacitatedStart
output: OnIncapacitatedEnd
output: OnDamaged
output: OnDeath
output: OnHalfHealth
output: OnFoundEnemy
output: OnLostEnemyLOS
output: OnLostEnemy
output: OnFoundPlayer
output: OnLostPlayerLOS
output: OnLostPlayer
output: OnHearWorld
output: OnHearPlayer
output: OnHearCombat
output: OnGrappleBegin
output: OnGrappleEnd
output: OnFedUponBegin
output: OnFedUponEnd
output: OnSellWeapon
output: OnBarterClose
output: OnLinearMoveDone
output: OnAngularMoveDone
input: GrenadeEnter
input: GrenadeExit
input: SignalVulnerable
input: pl_investigate
input: pl_criminal_flee
input: pl_criminal_attack
input: pl_supernatural_flee
input: pl_supernatural_attack
input: WalkToNode
input: TweakParam
input: SetupPatrolType
input: FollowPatrolPath
input: ClearPatrolPath
input: StartPlayerDialog
input: StartPlayerDialogRemote
input: StartPlayerDialogUnforced
input: FleeAndDie
input: Faint
input: DisableThink
input: TeleportToEntity
input: TakeDamage
input: MakeInvincible
input: UseInteresting
input: SetInvestigateMode
input: SetInvestigateModeCombat
input: SetSpeechVolume
input: PlayDialogFile
input: AllowAlertLookaround
input: StayEntrenched
input: AllowKickHintUse
input: SetScriptedDiscipline
input: SetBloodShieldDiscipline
input: SetFollowerBoss
input: SetFollowerType
input: SetFallToGround
input: ChangeSchedule
input: SetDontFacePlayerInDialog
input: SetBossMonster
input: AllowOpenDoors
input: SetMovementMultiplier
input: SetDefaultDialogCamera
input: SetRelationship
input: HumanityAdd
input: Bloodloss
input: Bloodgain
input: ClearActiveDisciplines
input: physdamagescale
input: Inventory_Remove
input: MoneyAdd
input: MoneyRemove
input: BarterBegin
input: BarterEnd
input: BloodHeal
input: FrenzyCheck
input: FrenzyTrigger
input: HungerCheck
input: FrenzyUpdate
input: PlayFloat
input: WillTalk
input: ChangeMasqueradeLevel
input: FadeHeadAsCameraTarget
input: FadeBodyAsCameraTarget
input: SetHeadAsCameraTarget
input: SetBodyAsCameraTarget
input: LookAtEntityEye
input: LookAtEntityCenter
input: LookAtEntityOrigin
input: LookAtEntityDefault
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
npc_VBrujah
output: OnDialogBegin
output: OnDialogEnd
output: OnInterestingPlaceArrived
output: OnInterestingPlaceLeft
output: OnUnknownVisionPlayer
output: OnStateFleeing
output: OnIncapacitatedStart
output: OnIncapacitatedEnd
output: OnDamaged
output: OnDeath
output: OnHalfHealth
output: OnFoundEnemy
output: OnLostEnemyLOS
output: OnLostEnemy
output: OnFoundPlayer
output: OnLostPlayerLOS
output: OnLostPlayer
output: OnHearWorld
output: OnHearPlayer
output: OnHearCombat
output: OnGrappleBegin
output: OnGrappleEnd
output: OnFedUponBegin
output: OnFedUponEnd
output: OnSellWeapon
output: OnBarterClose
output: OnLinearMoveDone
output: OnAngularMoveDone
input: pl_investigate
input: pl_criminal_flee
input: pl_criminal_attack
input: pl_supernatural_flee
input: pl_supernatural_attack
input: WalkToNode
input: TweakParam
input: SetupPatrolType
input: FollowPatrolPath
input: ClearPatrolPath
input: StartPlayerDialog
input: StartPlayerDialogRemote
input: StartPlayerDialogUnforced
input: FleeAndDie
input: Faint
input: DisableThink
input: TeleportToEntity
input: TakeDamage
input: MakeInvincible
input: UseInteresting
input: SetInvestigateMode
input: SetInvestigateModeCombat
input: SetSpeechVolume
input: PlayDialogFile
input: AllowAlertLookaround
input: StayEntrenched
input: AllowKickHintUse
input: SetScriptedDiscipline
input: SetBloodShieldDiscipline
input: SetFollowerBoss
input: SetFollowerType
input: SetFallToGround
input: ChangeSchedule
input: SetDontFacePlayerInDialog
input: SetBossMonster
input: AllowOpenDoors
input: SetMovementMultiplier
input: SetDefaultDialogCamera
input: SetRelationship
input: HumanityAdd
input: Bloodloss
input: Bloodgain
input: ClearActiveDisciplines
input: physdamagescale
input: Inventory_Remove
input: MoneyAdd
input: MoneyRemove
input: BarterBegin
input: BarterEnd
input: BloodHeal
input: FrenzyCheck
input: FrenzyTrigger
input: HungerCheck
input: FrenzyUpdate
input: PlayFloat
input: WillTalk
input: ChangeMasqueradeLevel
input: FadeHeadAsCameraTarget
input: FadeBodyAsCameraTarget
input: SetHeadAsCameraTarget
input: SetBodyAsCameraTarget
input: LookAtEntityEye
input: LookAtEntityCenter
input: LookAtEntityOrigin
input: LookAtEntityDefault
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
npc_VCamera
output: OnDialogBegin
output: OnDialogEnd
output: OnInterestingPlaceArrived
output: OnInterestingPlaceLeft
output: OnUnknownVisionPlayer
output: OnStateFleeing
output: OnIncapacitatedStart
output: OnIncapacitatedEnd
output: OnDamaged
output: OnDeath
output: OnHalfHealth
output: OnFoundEnemy
output: OnLostEnemyLOS
output: OnLostEnemy
output: OnFoundPlayer
output: OnLostPlayerLOS
output: OnLostPlayer
output: OnHearWorld
output: OnHearPlayer
output: OnHearCombat
output: OnGrappleBegin
output: OnGrappleEnd
output: OnFedUponBegin
output: OnFedUponEnd
output: OnSellWeapon
output: OnBarterClose
output: OnLinearMoveDone
output: OnAngularMoveDone
input: pl_investigate
input: pl_criminal_flee
input: pl_criminal_attack
input: pl_supernatural_flee
input: pl_supernatural_attack
input: WalkToNode
input: TweakParam
input: SetupPatrolType
input: FollowPatrolPath
input: ClearPatrolPath
input: StartPlayerDialog
input: StartPlayerDialogRemote
input: StartPlayerDialogUnforced
input: FleeAndDie
input: Faint
input: DisableThink
input: TeleportToEntity
input: TakeDamage
input: MakeInvincible
input: UseInteresting
input: SetInvestigateMode
input: SetInvestigateModeCombat
input: SetSpeechVolume
input: PlayDialogFile
input: AllowAlertLookaround
input: StayEntrenched
input: AllowKickHintUse
input: SetScriptedDiscipline
input: SetBloodShieldDiscipline
input: SetFollowerBoss
input: SetFollowerType
input: SetFallToGround
input: ChangeSchedule
input: SetDontFacePlayerInDialog
input: SetBossMonster
input: AllowOpenDoors
input: SetMovementMultiplier
input: SetDefaultDialogCamera
input: SetRelationship
input: HumanityAdd
input: Bloodloss
input: Bloodgain
input: ClearActiveDisciplines
input: physdamagescale
input: Inventory_Remove
input: MoneyAdd
input: MoneyRemove
input: BarterBegin
input: BarterEnd
input: BloodHeal
input: FrenzyCheck
input: FrenzyTrigger
input: HungerCheck
input: FrenzyUpdate
input: PlayFloat
input: WillTalk
input: ChangeMasqueradeLevel
input: FadeHeadAsCameraTarget
input: FadeBodyAsCameraTarget
input: SetHeadAsCameraTarget
input: SetBodyAsCameraTarget
input: LookAtEntityEye
input: LookAtEntityCenter
input: LookAtEntityOrigin
input: LookAtEntityDefault
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
"classname" "npc_VCamera"
"angles" "0 270 0"
"renderfx" "0"
"rendermode" "0"
"renderamt" "255"
"rendercolor" "255 255 255"
"disableshadows" "1"
"disablereceiveshadows" "0"
"physdamagescale" "1.0"
"npc_perception" "10"
"vision" "-1"
"hearing" "-1.00"
"default_disposition" "Neutral"
"default_camera" "DialogDefault"
"demo_sequence" "None"
"skin" "0"
"crossfade_skin_time" "2.0"
"npc_transparent" "1"
"skincolor" "0 0 0 0"
"haircolor" "0 0 0 0"
"clothescolor1" "0 0 0 0"
"clothescolor2" "0 0 0 0"
"trimcolor" "0 0 0 0"
"stattemplate" "NPCGeneric"
"player_reaction" "D_HT 5"
"invincible" "0"
"interesting_place_groups" "0"
"use_interesting" "0"
"hint_groups" "1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 "
"investigate_mode" "4"
"investigate_mode_combat" "4"
"full_investigate" "0"
"bright_route_penalty" "0"
"pl_investigate" "6"
"pl_criminal_flee" "6"
"pl_criminal_attack" "6"
"pl_supernatural_flee" "6"
"pl_supernatural_attack" "6"
"percent_occluded_wait" "10"
"percent_occluded_cover" "30"
"percent_occluded_walk" "10"
"percent_occluded_flank" "20"
"percent_occluded_chase" "30"
"allow_alert_lookaround" "1"
"stay_entrenched" "0"
"allow_kick_hint_use" "1"
"cantdropweapons" "0"
"floatfreq" "0"
"teleport_move_timer" "0"
"combat_start_activity" "ACT_INVALID"
"is_bossmonster" "0"
"follower_type" "Default"
"ignore_detected_attack" "0"
"no_alert_state" "0"
"spawnflags" "4"
"targetname" "BackUp_1_Cammera"
"squadname" "BackUp_1"
"origin" "647.794 487.182 17"
npc_VCameraSecurity
output: OnDialogBegin
output: OnDialogEnd
output: OnInterestingPlaceArrived
output: OnInterestingPlaceLeft
output: OnUnknownVisionPlayer
output: OnStateFleeing
output: OnIncapacitatedStart
output: OnIncapacitatedEnd
output: OnDamaged
output: OnDeath
output: OnHalfHealth
output: OnFoundEnemy
output: OnLostEnemyLOS
output: OnLostEnemy
output: OnFoundPlayer
output: OnLostPlayerLOS
output: OnLostPlayer
output: OnHearWorld
output: OnHearPlayer
output: OnHearCombat
output: OnGrappleBegin
output: OnGrappleEnd
output: OnFedUponBegin
output: OnFedUponEnd
output: OnSellWeapon
output: OnBarterClose
output: OnLinearMoveDone
output: OnAngularMoveDone
input: pl_investigate
input: pl_criminal_flee
input: pl_criminal_attack
input: pl_supernatural_flee
input: pl_supernatural_attack
input: WalkToNode
input: TweakParam
input: SetupPatrolType
input: FollowPatrolPath
input: ClearPatrolPath
input: StartPlayerDialog
input: StartPlayerDialogRemote
input: StartPlayerDialogUnforced
input: FleeAndDie
input: Faint
input: DisableThink
input: TeleportToEntity
input: TakeDamage
input: MakeInvincible
input: UseInteresting
input: SetInvestigateMode
input: SetInvestigateModeCombat
input: SetSpeechVolume
input: PlayDialogFile
input: AllowAlertLookaround
input: StayEntrenched
input: AllowKickHintUse
input: SetScriptedDiscipline
input: SetBloodShieldDiscipline
input: SetFollowerBoss
input: SetFollowerType
input: SetFallToGround
input: ChangeSchedule
input: SetDontFacePlayerInDialog
input: SetBossMonster
input: AllowOpenDoors
input: SetMovementMultiplier
input: SetDefaultDialogCamera
input: SetRelationship
input: HumanityAdd
input: Bloodloss
input: Bloodgain
input: ClearActiveDisciplines
input: physdamagescale
input: Inventory_Remove
input: MoneyAdd
input: MoneyRemove
input: BarterBegin
input: BarterEnd
input: BloodHeal
input: FrenzyCheck
input: FrenzyTrigger
input: HungerCheck
input: FrenzyUpdate
input: PlayFloat
input: WillTalk
input: ChangeMasqueradeLevel
input: FadeHeadAsCameraTarget
input: FadeBodyAsCameraTarget
input: SetHeadAsCameraTarget
input: SetBodyAsCameraTarget
input: LookAtEntityEye
input: LookAtEntityCenter
input: LookAtEntityOrigin
input: LookAtEntityDefault
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
npc_VChangBrosBlade
output: OnTransformComplete
output: OnDialogBegin
output: OnDialogEnd
output: OnInterestingPlaceArrived
output: OnInterestingPlaceLeft
output: OnUnknownVisionPlayer
output: OnStateFleeing
output: OnIncapacitatedStart
output: OnIncapacitatedEnd
output: OnDamaged
output: OnDeath
output: OnHalfHealth
output: OnFoundEnemy
output: OnLostEnemyLOS
output: OnLostEnemy
output: OnFoundPlayer
output: OnLostPlayerLOS
output: OnLostPlayer
output: OnHearWorld
output: OnHearPlayer
output: OnHearCombat
output: OnGrappleBegin
output: OnGrappleEnd
output: OnFedUponBegin
output: OnFedUponEnd
output: OnSellWeapon
output: OnBarterClose
output: OnLinearMoveDone
output: OnAngularMoveDone
input: TransformModel
input: pl_investigate
input: pl_criminal_flee
input: pl_criminal_attack
input: pl_supernatural_flee
input: pl_supernatural_attack
input: WalkToNode
input: TweakParam
input: SetupPatrolType
input: FollowPatrolPath
input: ClearPatrolPath
input: StartPlayerDialog
input: StartPlayerDialogRemote
input: StartPlayerDialogUnforced
input: FleeAndDie
input: Faint
input: DisableThink
input: TeleportToEntity
input: TakeDamage
input: MakeInvincible
input: UseInteresting
input: SetInvestigateMode
input: SetInvestigateModeCombat
input: SetSpeechVolume
input: PlayDialogFile
input: AllowAlertLookaround
input: StayEntrenched
input: AllowKickHintUse
input: SetScriptedDiscipline
input: SetBloodShieldDiscipline
input: SetFollowerBoss
input: SetFollowerType
input: SetFallToGround
input: ChangeSchedule
input: SetDontFacePlayerInDialog
input: SetBossMonster
input: AllowOpenDoors
input: SetMovementMultiplier
input: SetDefaultDialogCamera
input: SetRelationship
input: HumanityAdd
input: Bloodloss
input: Bloodgain
input: ClearActiveDisciplines
input: physdamagescale
input: Inventory_Remove
input: MoneyAdd
input: MoneyRemove
input: BarterBegin
input: BarterEnd
input: BloodHeal
input: FrenzyCheck
input: FrenzyTrigger
input: HungerCheck
input: FrenzyUpdate
input: PlayFloat
input: WillTalk
input: ChangeMasqueradeLevel
input: FadeHeadAsCameraTarget
input: FadeBodyAsCameraTarget
input: SetHeadAsCameraTarget
input: SetBodyAsCameraTarget
input: LookAtEntityEye
input: LookAtEntityCenter
input: LookAtEntityOrigin
input: LookAtEntityDefault
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
npc_VChangBrosClaw
output: OnTransformComplete
output: OnDialogBegin
output: OnDialogEnd
output: OnInterestingPlaceArrived
output: OnInterestingPlaceLeft
output: OnUnknownVisionPlayer
output: OnStateFleeing
output: OnIncapacitatedStart
output: OnIncapacitatedEnd
output: OnDamaged
output: OnDeath
output: OnHalfHealth
output: OnFoundEnemy
output: OnLostEnemyLOS
output: OnLostEnemy
output: OnFoundPlayer
output: OnLostPlayerLOS
output: OnLostPlayer
output: OnHearWorld
output: OnHearPlayer
output: OnHearCombat
output: OnGrappleBegin
output: OnGrappleEnd
output: OnFedUponBegin
output: OnFedUponEnd
output: OnSellWeapon
output: OnBarterClose
output: OnLinearMoveDone
output: OnAngularMoveDone
input: TransformModel
input: pl_investigate
input: pl_criminal_flee
input: pl_criminal_attack
input: pl_supernatural_flee
input: pl_supernatural_attack
input: WalkToNode
input: TweakParam
input: SetupPatrolType
input: FollowPatrolPath
input: ClearPatrolPath
input: StartPlayerDialog
input: StartPlayerDialogRemote
input: StartPlayerDialogUnforced
input: FleeAndDie
input: Faint
input: DisableThink
input: TeleportToEntity
input: TakeDamage
input: MakeInvincible
input: UseInteresting
input: SetInvestigateMode
input: SetInvestigateModeCombat
input: SetSpeechVolume
input: PlayDialogFile
input: AllowAlertLookaround
input: StayEntrenched
input: AllowKickHintUse
input: SetScriptedDiscipline
input: SetBloodShieldDiscipline
input: SetFollowerBoss
input: SetFollowerType
input: SetFallToGround
input: ChangeSchedule
input: SetDontFacePlayerInDialog
input: SetBossMonster
input: AllowOpenDoors
input: SetMovementMultiplier
input: SetDefaultDialogCamera
input: SetRelationship
input: HumanityAdd
input: Bloodloss
input: Bloodgain
input: ClearActiveDisciplines
input: physdamagescale
input: Inventory_Remove
input: MoneyAdd
input: MoneyRemove
input: BarterBegin
input: BarterEnd
input: BloodHeal
input: FrenzyCheck
input: FrenzyTrigger
input: HungerCheck
input: FrenzyUpdate
input: PlayFloat
input: WillTalk
input: ChangeMasqueradeLevel
input: FadeHeadAsCameraTarget
input: FadeBodyAsCameraTarget
input: SetHeadAsCameraTarget
input: SetBodyAsCameraTarget
input: LookAtEntityEye
input: LookAtEntityCenter
input: LookAtEntityOrigin
input: LookAtEntityDefault
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
npc_VCop
output: OnDialogBegin
output: OnDialogEnd
output: OnInterestingPlaceArrived
output: OnInterestingPlaceLeft
output: OnUnknownVisionPlayer
output: OnStateFleeing
output: OnIncapacitatedStart
output: OnIncapacitatedEnd
output: OnDamaged
output: OnDeath
output: OnHalfHealth
output: OnFoundEnemy
output: OnLostEnemyLOS
output: OnLostEnemy
output: OnFoundPlayer
output: OnLostPlayerLOS
output: OnLostPlayer
output: OnHearWorld
output: OnHearPlayer
output: OnHearCombat
output: OnGrappleBegin
output: OnGrappleEnd
output: OnFedUponBegin
output: OnFedUponEnd
output: OnSellWeapon
output: OnBarterClose
output: OnLinearMoveDone
output: OnAngularMoveDone
input: pl_investigate
input: pl_criminal_flee
input: pl_criminal_attack
input: pl_supernatural_flee
input: pl_supernatural_attack
input: WalkToNode
input: TweakParam
input: SetupPatrolType
input: FollowPatrolPath
input: ClearPatrolPath
input: StartPlayerDialog
input: StartPlayerDialogRemote
input: StartPlayerDialogUnforced
input: FleeAndDie
input: Faint
input: DisableThink
input: TeleportToEntity
input: TakeDamage
input: MakeInvincible
input: UseInteresting
input: SetInvestigateMode
input: SetInvestigateModeCombat
input: SetSpeechVolume
input: PlayDialogFile
input: AllowAlertLookaround
input: StayEntrenched
input: AllowKickHintUse
input: SetScriptedDiscipline
input: SetBloodShieldDiscipline
input: SetFollowerBoss
input: SetFollowerType
input: SetFallToGround
input: ChangeSchedule
input: SetDontFacePlayerInDialog
input: SetBossMonster
input: AllowOpenDoors
input: SetMovementMultiplier
input: SetDefaultDialogCamera
input: SetRelationship
input: HumanityAdd
input: Bloodloss
input: Bloodgain
input: ClearActiveDisciplines
input: physdamagescale
input: Inventory_Remove
input: MoneyAdd
input: MoneyRemove
input: BarterBegin
input: BarterEnd
input: BloodHeal
input: FrenzyCheck
input: FrenzyTrigger
input: HungerCheck
input: FrenzyUpdate
input: PlayFloat
input: WillTalk
input: ChangeMasqueradeLevel
input: FadeHeadAsCameraTarget
input: FadeBodyAsCameraTarget
input: SetHeadAsCameraTarget
input: SetBodyAsCameraTarget
input: LookAtEntityEye
input: LookAtEntityCenter
input: LookAtEntityOrigin
input: LookAtEntityDefault
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
"classname" "npc_VCop"
"targetname" "beatcop"
"angles" "0 270 0"
"renderfx" "0"
"rendermode" "0"
"renderamt" "255"
"rendercolor" "255 255 255"
"disableshadows" "1"
"disablereceiveshadows" "0"
"physdamagescale" "1.0"
"npc_perception" "3"
"vision" "-1"
"hearing" "-1.00"
"default_disposition" "Neutral"
"default_camera" "DialogDefault"
"model"
"models/character/npc/common/Cop_Variant/regular_cop/Regular_Cop.mdl"
"demo_sequence" "None"
"skin" "0"
"crossfade_skin_time" "2.0"
"npc_transparent" "1"
"skincolor" "0 0 0 0"
"haircolor" "0 0 0 0"
"clothescolor1" "0 0 0 0"
"clothescolor2" "0 0 0 0"
"trimcolor" "0 0 0 0"
"stattemplate" "OfficerGeneric"
"player_reaction" "D_NU 0"
"invincible" "0"
"interesting_place_groups" "0"
"use_interesting" "0"
"hint_groups" "1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16â€
"investigate_mode" "4"
"investigate_mode_combat" "4"
"full_investigate" "0"
"bright_route_penalty" "0"
"pl_investigate" "1"
"pl_criminal_flee" "5"
"pl_criminal_attack" "1"
"pl_supernatural_flee" "5"
"pl_supernatural_attack" "1"
"percent_occluded_wait" "10"
"percent_occluded_cover" "30"
"percent_occluded_walk" "10"
"percent_occluded_flank" "20"
"percent_occluded_chase" "30"
"allow_alert_lookaround" "1"
"stay_entrenched" "0"
"allow_kick_hint_use" "1"
"cantdropweapons" "0"
"floatfreq" "0"
"teleport_move_timer" "0"
"combat_start_activity" "ACT_INVALID"
"is_bossmonster" "0"
"follower_type" "Default"
"ignore_detected_attack" "0"
"no_alert_state" "0"
"spawnflags" "36"
"additionalequipment" "item_w_baton"
"alternateequipment" "item_w_thirtyeight"
"origin" "3202 -206 -119"
npc_VDialogPedestrian
output: OnDialogBegin
output: OnDialogEnd
output: OnInterestingPlaceArrived
output: OnInterestingPlaceLeft
output: OnUnknownVisionPlayer
output: OnStateFleeing
output: OnIncapacitatedStart
output: OnIncapacitatedEnd
output: OnDamaged
output: OnDeath
output: OnHalfHealth
output: OnFoundEnemy
output: OnLostEnemyLOS
output: OnLostEnemy
output: OnFoundPlayer
output: OnLostPlayerLOS
output: OnLostPlayer
output: OnHearWorld
output: OnHearPlayer
output: OnHearCombat
output: OnGrappleBegin
output: OnGrappleEnd
output: OnFedUponBegin
output: OnFedUponEnd
output: OnSellWeapon
output: OnBarterClose
output: OnLinearMoveDone
output: OnAngularMoveDone
input: pl_investigate
input: pl_criminal_flee
input: pl_criminal_attack
input: pl_supernatural_flee
input: pl_supernatural_attack
input: WalkToNode
input: TweakParam
input: SetupPatrolType
input: FollowPatrolPath
input: ClearPatrolPath
input: StartPlayerDialog
input: StartPlayerDialogRemote
input: StartPlayerDialogUnforced
input: FleeAndDie
input: Faint
input: DisableThink
input: TeleportToEntity
input: TakeDamage
input: MakeInvincible
input: UseInteresting
input: SetInvestigateMode
input: SetInvestigateModeCombat
input: SetSpeechVolume
input: PlayDialogFile
input: AllowAlertLookaround
input: StayEntrenched
input: AllowKickHintUse
input: SetScriptedDiscipline
input: SetBloodShieldDiscipline
input: SetFollowerBoss
input: SetFollowerType
input: SetFallToGround
input: ChangeSchedule
input: SetDontFacePlayerInDialog
input: SetBossMonster
input: AllowOpenDoors
input: SetMovementMultiplier
input: SetDefaultDialogCamera
input: SetRelationship
input: HumanityAdd
input: Bloodloss
input: Bloodgain
input: ClearActiveDisciplines
input: physdamagescale
input: Inventory_Remove
input: MoneyAdd
input: MoneyRemove
input: BarterBegin
input: BarterEnd
input: BloodHeal
input: FrenzyCheck
input: FrenzyTrigger
input: HungerCheck
input: FrenzyUpdate
input: PlayFloat
input: WillTalk
input: ChangeMasqueradeLevel
input: FadeHeadAsCameraTarget
input: FadeBodyAsCameraTarget
input: SetHeadAsCameraTarget
input: SetBodyAsCameraTarget
input: LookAtEntityEye
input: LookAtEntityCenter
input: LookAtEntityOrigin
input: LookAtEntityDefault
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
npc_VGargoyle
output: OnGibDeath
output: OnDialogBegin
output: OnDialogEnd
output: OnInterestingPlaceArrived
output: OnInterestingPlaceLeft
output: OnUnknownVisionPlayer
output: OnStateFleeing
output: OnIncapacitatedStart
output: OnIncapacitatedEnd
output: OnDamaged
output: OnDeath
output: OnHalfHealth
output: OnFoundEnemy
output: OnLostEnemyLOS
output: OnLostEnemy
output: OnFoundPlayer
output: OnLostPlayerLOS
output: OnLostPlayer
output: OnHearWorld
output: OnHearPlayer
output: OnHearCombat
output: OnGrappleBegin
output: OnGrappleEnd
output: OnFedUponBegin
output: OnFedUponEnd
output: OnSellWeapon
output: OnBarterClose
output: OnLinearMoveDone
output: OnAngularMoveDone
input: pl_investigate
input: pl_criminal_flee
input: pl_criminal_attack
input: pl_supernatural_flee
input: pl_supernatural_attack
input: WalkToNode
input: TweakParam
input: SetupPatrolType
input: FollowPatrolPath
input: ClearPatrolPath
input: StartPlayerDialog
input: StartPlayerDialogRemote
input: StartPlayerDialogUnforced
input: FleeAndDie
input: Faint
input: DisableThink
input: TeleportToEntity
input: TakeDamage
input: MakeInvincible
input: UseInteresting
input: SetInvestigateMode
input: SetInvestigateModeCombat
input: SetSpeechVolume
input: PlayDialogFile
input: AllowAlertLookaround
input: StayEntrenched
input: AllowKickHintUse
input: SetScriptedDiscipline
input: SetBloodShieldDiscipline
input: SetFollowerBoss
input: SetFollowerType
input: SetFallToGround
input: ChangeSchedule
input: SetDontFacePlayerInDialog
input: SetBossMonster
input: AllowOpenDoors
input: SetMovementMultiplier
input: SetDefaultDialogCamera
input: SetRelationship
input: HumanityAdd
input: Bloodloss
input: Bloodgain
input: ClearActiveDisciplines
input: physdamagescale
input: Inventory_Remove
input: MoneyAdd
input: MoneyRemove
input: BarterBegin
input: BarterEnd
input: BloodHeal
input: FrenzyCheck
input: FrenzyTrigger
input: HungerCheck
input: FrenzyUpdate
input: PlayFloat
input: WillTalk
input: ChangeMasqueradeLevel
input: FadeHeadAsCameraTarget
input: FadeBodyAsCameraTarget
input: SetHeadAsCameraTarget
input: SetBodyAsCameraTarget
input: LookAtEntityEye
input: LookAtEntityCenter
input: LookAtEntityOrigin
input: LookAtEntityDefault
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
npc_VGhoulCroucher
output: OnDisturbed
output: OnDisturbedByPlayer
output: OnDialogBegin
output: OnDialogEnd
output: OnInterestingPlaceArrived
output: OnInterestingPlaceLeft
output: OnUnknownVisionPlayer
output: OnStateFleeing
output: OnIncapacitatedStart
output: OnIncapacitatedEnd
output: OnDamaged
output: OnDeath
output: OnHalfHealth
output: OnFoundEnemy
output: OnLostEnemyLOS
output: OnLostEnemy
output: OnFoundPlayer
output: OnLostPlayerLOS
output: OnLostPlayer
output: OnHearWorld
output: OnHearPlayer
output: OnHearCombat
output: OnGrappleBegin
output: OnGrappleEnd
output: OnFedUponBegin
output: OnFedUponEnd
output: OnSellWeapon
output: OnBarterClose
output: OnLinearMoveDone
output: OnAngularMoveDone
input: pl_investigate
input: pl_criminal_flee
input: pl_criminal_attack
input: pl_supernatural_flee
input: pl_supernatural_attack
input: WalkToNode
input: TweakParam
input: SetupPatrolType
input: FollowPatrolPath
input: ClearPatrolPath
input: StartPlayerDialog
input: StartPlayerDialogRemote
input: StartPlayerDialogUnforced
input: FleeAndDie
input: Faint
input: DisableThink
input: TeleportToEntity
input: TakeDamage
input: MakeInvincible
input: UseInteresting
input: SetInvestigateMode
input: SetInvestigateModeCombat
input: SetSpeechVolume
input: PlayDialogFile
input: AllowAlertLookaround
input: StayEntrenched
input: AllowKickHintUse
input: SetScriptedDiscipline
input: SetBloodShieldDiscipline
input: SetFollowerBoss
input: SetFollowerType
input: SetFallToGround
input: ChangeSchedule
input: SetDontFacePlayerInDialog
input: SetBossMonster
input: AllowOpenDoors
input: SetMovementMultiplier
input: SetDefaultDialogCamera
input: SetRelationship
input: HumanityAdd
input: Bloodloss
input: Bloodgain
input: ClearActiveDisciplines
input: physdamagescale
input: Inventory_Remove
input: MoneyAdd
input: MoneyRemove
input: BarterBegin
input: BarterEnd
input: BloodHeal
input: FrenzyCheck
input: FrenzyTrigger
input: HungerCheck
input: FrenzyUpdate
input: PlayFloat
input: WillTalk
input: ChangeMasqueradeLevel
input: FadeHeadAsCameraTarget
input: FadeBodyAsCameraTarget
input: SetHeadAsCameraTarget
input: SetBodyAsCameraTarget
input: LookAtEntityEye
input: LookAtEntityCenter
input: LookAtEntityOrigin
input: LookAtEntityDefault
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
npc_VHengeyokai
output: OnDialogBegin
output: OnDialogEnd
output: OnInterestingPlaceArrived
output: OnInterestingPlaceLeft
output: OnUnknownVisionPlayer
output: OnStateFleeing
output: OnIncapacitatedStart
output: OnIncapacitatedEnd
output: OnDamaged
output: OnDeath
output: OnHalfHealth
output: OnFoundEnemy
output: OnLostEnemyLOS
output: OnLostEnemy
output: OnFoundPlayer
output: OnLostPlayerLOS
output: OnLostPlayer
output: OnHearWorld
output: OnHearPlayer
output: OnHearCombat
output: OnGrappleBegin
output: OnGrappleEnd
output: OnFedUponBegin
output: OnFedUponEnd
output: OnSellWeapon
output: OnBarterClose
output: OnLinearMoveDone
output: OnAngularMoveDone
input: StartTransformation
input: pl_investigate
input: pl_criminal_flee
input: pl_criminal_attack
input: pl_supernatural_flee
input: pl_supernatural_attack
input: WalkToNode
input: TweakParam
input: SetupPatrolType
input: FollowPatrolPath
input: ClearPatrolPath
input: StartPlayerDialog
input: StartPlayerDialogRemote
input: StartPlayerDialogUnforced
input: FleeAndDie
input: Faint
input: DisableThink
input: TeleportToEntity
input: TakeDamage
input: MakeInvincible
input: UseInteresting
input: SetInvestigateMode
input: SetInvestigateModeCombat
input: SetSpeechVolume
input: PlayDialogFile
input: AllowAlertLookaround
input: StayEntrenched
input: AllowKickHintUse
input: SetScriptedDiscipline
input: SetBloodShieldDiscipline
input: SetFollowerBoss
input: SetFollowerType
input: SetFallToGround
input: ChangeSchedule
input: SetDontFacePlayerInDialog
input: SetBossMonster
input: AllowOpenDoors
input: SetMovementMultiplier
input: SetDefaultDialogCamera
input: SetRelationship
input: HumanityAdd
input: Bloodloss
input: Bloodgain
input: ClearActiveDisciplines
input: physdamagescale
input: Inventory_Remove
input: MoneyAdd
input: MoneyRemove
input: BarterBegin
input: BarterEnd
input: BloodHeal
input: FrenzyCheck
input: FrenzyTrigger
input: HungerCheck
input: FrenzyUpdate
input: PlayFloat
input: WillTalk
input: ChangeMasqueradeLevel
input: FadeHeadAsCameraTarget
input: FadeBodyAsCameraTarget
input: SetHeadAsCameraTarget
input: SetBodyAsCameraTarget
input: LookAtEntityEye
input: LookAtEntityCenter
input: LookAtEntityOrigin
input: LookAtEntityDefault
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
npc_VHuman
output: OnDialogBegin
output: OnDialogEnd
output: OnInterestingPlaceArrived
output: OnInterestingPlaceLeft
output: OnUnknownVisionPlayer
output: OnStateFleeing
output: OnIncapacitatedStart
output: OnIncapacitatedEnd
output: OnDamaged
output: OnDeath
output: OnHalfHealth
output: OnFoundEnemy
output: OnLostEnemyLOS
output: OnLostEnemy
output: OnFoundPlayer
output: OnLostPlayerLOS
output: OnLostPlayer
output: OnHearWorld
output: OnHearPlayer
output: OnHearCombat
output: OnGrappleBegin
output: OnGrappleEnd
output: OnFedUponBegin
output: OnFedUponEnd
output: OnSellWeapon
output: OnBarterClose
output: OnLinearMoveDone
output: OnAngularMoveDone
input: pl_investigate
input: pl_criminal_flee
input: pl_criminal_attack
input: pl_supernatural_flee
input: pl_supernatural_attack
input: WalkToNode
input: TweakParam
input: SetupPatrolType
input: FollowPatrolPath
input: ClearPatrolPath
input: StartPlayerDialog
input: StartPlayerDialogRemote
input: StartPlayerDialogUnforced
input: FleeAndDie
input: Faint
input: DisableThink
input: TeleportToEntity
input: TakeDamage
input: MakeInvincible
input: UseInteresting
input: SetInvestigateMode
input: SetInvestigateModeCombat
input: SetSpeechVolume
input: PlayDialogFile
input: AllowAlertLookaround
input: StayEntrenched
input: AllowKickHintUse
input: SetScriptedDiscipline
input: SetBloodShieldDiscipline
input: SetFollowerBoss
input: SetFollowerType
input: SetFallToGround
input: ChangeSchedule
input: SetDontFacePlayerInDialog
input: SetBossMonster
input: AllowOpenDoors
input: SetMovementMultiplier
input: SetDefaultDialogCamera
input: SetRelationship
input: HumanityAdd
input: Bloodloss
input: Bloodgain
input: ClearActiveDisciplines
input: physdamagescale
input: Inventory_Remove
input: MoneyAdd
input: MoneyRemove
input: BarterBegin
input: BarterEnd
input: BloodHeal
input: FrenzyCheck
input: FrenzyTrigger
input: HungerCheck
input: FrenzyUpdate
input: PlayFloat
input: WillTalk
input: ChangeMasqueradeLevel
input: FadeHeadAsCameraTarget
input: FadeBodyAsCameraTarget
input: SetHeadAsCameraTarget
input: SetBodyAsCameraTarget
input: LookAtEntityEye
input: LookAtEntityCenter
input: LookAtEntityOrigin
input: LookAtEntityDefault
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
npc_VHumanCombatPatrol
output: OnDialogBegin
output: OnDialogEnd
output: OnInterestingPlaceArrived
output: OnInterestingPlaceLeft
output: OnUnknownVisionPlayer
output: OnStateFleeing
output: OnIncapacitatedStart
output: OnIncapacitatedEnd
output: OnDamaged
output: OnDeath
output: OnHalfHealth
output: OnFoundEnemy
output: OnLostEnemyLOS
output: OnLostEnemy
output: OnFoundPlayer
output: OnLostPlayerLOS
output: OnLostPlayer
output: OnHearWorld
output: OnHearPlayer
output: OnHearCombat
output: OnGrappleBegin
output: OnGrappleEnd
output: OnFedUponBegin
output: OnFedUponEnd
output: OnSellWeapon
output: OnBarterClose
output: OnLinearMoveDone
output: OnAngularMoveDone
input: pl_investigate
input: pl_criminal_flee
input: pl_criminal_attack
input: pl_supernatural_flee
input: pl_supernatural_attack
input: WalkToNode
input: TweakParam
input: SetupPatrolType
input: FollowPatrolPath
input: ClearPatrolPath
input: StartPlayerDialog
input: StartPlayerDialogRemote
input: StartPlayerDialogUnforced
input: FleeAndDie
input: Faint
input: DisableThink
input: TeleportToEntity
input: TakeDamage
input: MakeInvincible
input: UseInteresting
input: SetInvestigateMode
input: SetInvestigateModeCombat
input: SetSpeechVolume
input: PlayDialogFile
input: AllowAlertLookaround
input: StayEntrenched
input: AllowKickHintUse
input: SetScriptedDiscipline
input: SetBloodShieldDiscipline
input: SetFollowerBoss
input: SetFollowerType
input: SetFallToGround
input: ChangeSchedule
input: SetDontFacePlayerInDialog
input: SetBossMonster
input: AllowOpenDoors
input: SetMovementMultiplier
input: SetDefaultDialogCamera
input: SetRelationship
input: HumanityAdd
input: Bloodloss
input: Bloodgain
input: ClearActiveDisciplines
input: physdamagescale
input: Inventory_Remove
input: MoneyAdd
input: MoneyRemove
input: BarterBegin
input: BarterEnd
input: BloodHeal
input: FrenzyCheck
input: FrenzyTrigger
input: HungerCheck
input: FrenzyUpdate
input: PlayFloat
input: WillTalk
input: ChangeMasqueradeLevel
input: FadeHeadAsCameraTarget
input: FadeBodyAsCameraTarget
input: SetHeadAsCameraTarget
input: SetBodyAsCameraTarget
input: LookAtEntityEye
input: LookAtEntityCenter
input: LookAtEntityOrigin
input: LookAtEntityDefault
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
npc_VHumanCombatant
output: OnDialogBegin
output: OnDialogEnd
output: OnInterestingPlaceArrived
output: OnInterestingPlaceLeft
output: OnUnknownVisionPlayer
output: OnStateFleeing
output: OnIncapacitatedStart
output: OnIncapacitatedEnd
output: OnDamaged
output: OnDeath
output: OnHalfHealth
output: OnFoundEnemy
output: OnLostEnemyLOS
output: OnLostEnemy
output: OnFoundPlayer
output: OnLostPlayerLOS
output: OnLostPlayer
output: OnHearWorld
output: OnHearPlayer
output: OnHearCombat
output: OnGrappleBegin
output: OnGrappleEnd
output: OnFedUponBegin
output: OnFedUponEnd
output: OnSellWeapon
output: OnBarterClose
output: OnLinearMoveDone
output: OnAngularMoveDone
input: pl_investigate
input: pl_criminal_flee
input: pl_criminal_attack
input: pl_supernatural_flee
input: pl_supernatural_attack
input: WalkToNode
input: TweakParam
input: SetupPatrolType
input: FollowPatrolPath
input: ClearPatrolPath
input: StartPlayerDialog
input: StartPlayerDialogRemote
input: StartPlayerDialogUnforced
input: FleeAndDie
input: Faint
input: DisableThink
input: TeleportToEntity
input: TakeDamage
input: MakeInvincible
input: UseInteresting
input: SetInvestigateMode
input: SetInvestigateModeCombat
input: SetSpeechVolume
input: PlayDialogFile
input: AllowAlertLookaround
input: StayEntrenched
input: AllowKickHintUse
input: SetScriptedDiscipline
input: SetBloodShieldDiscipline
input: SetFollowerBoss
input: SetFollowerType
input: SetFallToGround
input: ChangeSchedule
input: SetDontFacePlayerInDialog
input: SetBossMonster
input: AllowOpenDoors
input: SetMovementMultiplier
input: SetDefaultDialogCamera
input: SetRelationship
input: HumanityAdd
input: Bloodloss
input: Bloodgain
input: ClearActiveDisciplines
input: physdamagescale
input: Inventory_Remove
input: MoneyAdd
input: MoneyRemove
input: BarterBegin
input: BarterEnd
input: BloodHeal
input: FrenzyCheck
input: FrenzyTrigger
input: HungerCheck
input: FrenzyUpdate
input: PlayFloat
input: WillTalk
input: ChangeMasqueradeLevel
input: FadeHeadAsCameraTarget
input: FadeBodyAsCameraTarget
input: SetHeadAsCameraTarget
input: SetBodyAsCameraTarget
input: LookAtEntityEye
input: LookAtEntityCenter
input: LookAtEntityOrigin
input: LookAtEntityDefault
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
"targetname" "guard_patrol_north"
"angles" "0 180 0"
"renderfx" "0"
"rendermode" "0"
"renderamt" "255"
"rendercolor" "255 255 255"
"disableshadows" "1"
"disablereceiveshadows" "0"
"squadname" "squad_patrol"
"physdamagescale" "1.0"
"npc_perception" "8"
"vision" "800"
"hearing" "0.75"
"default_disposition" "Neutral"
"default_camera" "DialogDefault"
"model"
"models/character/npc/unique/Chinatown/Temple_Guard/Temple_Guard.mdl"
"demo_sequence" "None"
"skin" "1"
"crossfade_skin_time" "2.0"
"npc_transparent" "1"
"skincolor" "0 0 0 0"
"haircolor" "0 0 0 0"
"clothescolor1" "0 0 0 0"
"clothescolor2" "0 0 0 0"
"trimcolor" "0 0 0 0"
"stattemplate" "Tpl_sword"
"player_reaction" "D_HT 5"
"invincible" "0"
"interesting_place_groups" "0"
"use_interesting" "0"
"hint_groups" "1 2 3 4 5 6 7 8 9 10 11 12 13"
"investigate_mode" "4"
"investigate_mode_combat" "4"
"full_investigate" "0"
"bright_route_penalty" "0"
"pl_investigate" "-1"
"pl_criminal_flee" "-1"
"pl_criminal_attack" "-1"
"pl_supernatural_flee" "-1"
"pl_supernatural_attack" "-1"
"percent_occluded_wait" "100"
"percent_occluded_cover" "0"
"percent_occluded_walk" "0"
"percent_occluded_flank" "0"
"percent_occluded_chase" "0"
"allow_alert_lookaround" "1"
"stay_entrenched" "0"
"allow_kick_hint_use" "1"
"floatfreq" "0"
"combat_start_activity" "-1"
"spawnflags" "4"
"additionalequipment" "item_w_katana"
"follower_type" "Default"
"OnFoundEnemy" "guard_room_hidden,ScriptUnhide,,0,-1,,"
"OnFoundEnemy" "secretdoor1,ScriptUnhide,,0,-1,G.tpl3_alarm = 1,"
"origin" "384 640 8"
npc_VLasombra
output: OnDialogBegin
output: OnDialogEnd
output: OnInterestingPlaceArrived
output: OnInterestingPlaceLeft
output: OnUnknownVisionPlayer
output: OnStateFleeing
output: OnIncapacitatedStart
output: OnIncapacitatedEnd
output: OnDamaged
output: OnDeath
output: OnHalfHealth
output: OnFoundEnemy
output: OnLostEnemyLOS
output: OnLostEnemy
output: OnFoundPlayer
output: OnLostPlayerLOS
output: OnLostPlayer
output: OnHearWorld
output: OnHearPlayer
output: OnHearCombat
output: OnGrappleBegin
output: OnGrappleEnd
output: OnFedUponBegin
output: OnFedUponEnd
output: OnSellWeapon
output: OnBarterClose
output: OnLinearMoveDone
output: OnAngularMoveDone
input: DisableCover
input: pl_investigate
input: pl_criminal_flee
input: pl_criminal_attack
input: pl_supernatural_flee
input: pl_supernatural_attack
input: WalkToNode
input: TweakParam
input: SetupPatrolType
input: FollowPatrolPath
input: ClearPatrolPath
input: StartPlayerDialog
input: StartPlayerDialogRemote
input: StartPlayerDialogUnforced
input: FleeAndDie
input: Faint
input: DisableThink
input: TeleportToEntity
input: TakeDamage
input: MakeInvincible
input: UseInteresting
input: SetInvestigateMode
input: SetInvestigateModeCombat
input: SetSpeechVolume
input: PlayDialogFile
input: AllowAlertLookaround
input: StayEntrenched
input: AllowKickHintUse
input: SetScriptedDiscipline
input: SetBloodShieldDiscipline
input: SetFollowerBoss
input: SetFollowerType
input: SetFallToGround
input: ChangeSchedule
input: SetDontFacePlayerInDialog
input: SetBossMonster
input: AllowOpenDoors
input: SetMovementMultiplier
input: SetDefaultDialogCamera
input: SetRelationship
input: HumanityAdd
input: Bloodloss
input: Bloodgain
input: ClearActiveDisciplines
input: physdamagescale
input: Inventory_Remove
input: MoneyAdd
input: MoneyRemove
input: BarterBegin
input: BarterEnd
input: BloodHeal
input: FrenzyCheck
input: FrenzyTrigger
input: HungerCheck
input: FrenzyUpdate
input: PlayFloat
input: WillTalk
input: ChangeMasqueradeLevel
input: FadeHeadAsCameraTarget
input: FadeBodyAsCameraTarget
input: SetHeadAsCameraTarget
input: SetBodyAsCameraTarget
input: LookAtEntityEye
input: LookAtEntityCenter
input: LookAtEntityOrigin
input: LookAtEntityDefault
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
npc_VManBat
output: OnDialogBegin
output: OnDialogEnd
output: OnInterestingPlaceArrived
output: OnInterestingPlaceLeft
output: OnUnknownVisionPlayer
output: OnStateFleeing
output: OnIncapacitatedStart
output: OnIncapacitatedEnd
output: OnDamaged
output: OnDeath
output: OnHalfHealth
output: OnFoundEnemy
output: OnLostEnemyLOS
output: OnLostEnemy
output: OnFoundPlayer
output: OnLostPlayerLOS
output: OnLostPlayer
output: OnHearWorld
output: OnHearPlayer
output: OnHearCombat
output: OnGrappleBegin
output: OnGrappleEnd
output: OnFedUponBegin
output: OnFedUponEnd
output: OnSellWeapon
output: OnBarterClose
output: OnLinearMoveDone
output: OnAngularMoveDone
input: ManBatStun
input: ManBatFlyBegin
input: pl_investigate
input: pl_criminal_flee
input: pl_criminal_attack
input: pl_supernatural_flee
input: pl_supernatural_attack
input: WalkToNode
input: TweakParam
input: SetupPatrolType
input: FollowPatrolPath
input: ClearPatrolPath
input: StartPlayerDialog
input: StartPlayerDialogRemote
input: StartPlayerDialogUnforced
input: FleeAndDie
input: Faint
input: DisableThink
input: TeleportToEntity
input: TakeDamage
input: MakeInvincible
input: UseInteresting
input: SetInvestigateMode
input: SetInvestigateModeCombat
input: SetSpeechVolume
input: PlayDialogFile
input: AllowAlertLookaround
input: StayEntrenched
input: AllowKickHintUse
input: SetScriptedDiscipline
input: SetBloodShieldDiscipline
input: SetFollowerBoss
input: SetFollowerType
input: SetFallToGround
input: ChangeSchedule
input: SetDontFacePlayerInDialog
input: SetBossMonster
input: AllowOpenDoors
input: SetMovementMultiplier
input: SetDefaultDialogCamera
input: SetRelationship
input: HumanityAdd
input: Bloodloss
input: Bloodgain
input: ClearActiveDisciplines
input: physdamagescale
input: Inventory_Remove
input: MoneyAdd
input: MoneyRemove
input: BarterBegin
input: BarterEnd
input: BloodHeal
input: FrenzyCheck
input: FrenzyTrigger
input: HungerCheck
input: FrenzyUpdate
input: PlayFloat
input: WillTalk
input: ChangeMasqueradeLevel
input: FadeHeadAsCameraTarget
input: FadeBodyAsCameraTarget
input: SetHeadAsCameraTarget
input: SetBodyAsCameraTarget
input: LookAtEntityEye
input: LookAtEntityCenter
input: LookAtEntityOrigin
input: LookAtEntityDefault
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
npc_VMingXiao
output: OnDialogBegin
output: OnDialogEnd
output: OnInterestingPlaceArrived
output: OnInterestingPlaceLeft
output: OnUnknownVisionPlayer
output: OnStateFleeing
output: OnIncapacitatedStart
output: OnIncapacitatedEnd
output: OnDamaged
output: OnDeath
output: OnHalfHealth
output: OnFoundEnemy
output: OnLostEnemyLOS
output: OnLostEnemy
output: OnFoundPlayer
output: OnLostPlayerLOS
output: OnLostPlayer
output: OnHearWorld
output: OnHearPlayer
output: OnHearCombat
output: OnGrappleBegin
output: OnGrappleEnd
output: OnFedUponBegin
output: OnFedUponEnd
output: OnSellWeapon
output: OnBarterClose
output: OnLinearMoveDone
output: OnAngularMoveDone
input: StartTransformation
input: pl_investigate
input: pl_criminal_flee
input: pl_criminal_attack
input: pl_supernatural_flee
input: pl_supernatural_attack
input: WalkToNode
input: TweakParam
input: SetupPatrolType
input: FollowPatrolPath
input: ClearPatrolPath
input: StartPlayerDialog
input: StartPlayerDialogRemote
input: StartPlayerDialogUnforced
input: FleeAndDie
input: Faint
input: DisableThink
input: TeleportToEntity
input: TakeDamage
input: MakeInvincible
input: UseInteresting
input: SetInvestigateMode
input: SetInvestigateModeCombat
input: SetSpeechVolume
input: PlayDialogFile
input: AllowAlertLookaround
input: StayEntrenched
input: AllowKickHintUse
input: SetScriptedDiscipline
input: SetBloodShieldDiscipline
input: SetFollowerBoss
input: SetFollowerType
input: SetFallToGround
input: ChangeSchedule
input: SetDontFacePlayerInDialog
input: SetBossMonster
input: AllowOpenDoors
input: SetMovementMultiplier
input: SetDefaultDialogCamera
input: SetRelationship
input: HumanityAdd
input: Bloodloss
input: Bloodgain
input: ClearActiveDisciplines
input: physdamagescale
input: Inventory_Remove
input: MoneyAdd
input: MoneyRemove
input: BarterBegin
input: BarterEnd
input: BloodHeal
input: FrenzyCheck
input: FrenzyTrigger
input: HungerCheck
input: FrenzyUpdate
input: PlayFloat
input: WillTalk
input: ChangeMasqueradeLevel
input: FadeHeadAsCameraTarget
input: FadeBodyAsCameraTarget
input: SetHeadAsCameraTarget
input: SetBodyAsCameraTarget
input: LookAtEntityEye
input: LookAtEntityCenter
input: LookAtEntityOrigin
input: LookAtEntityDefault
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
npc_VNewscaster
output: OnDialogBegin
output: OnDialogEnd
output: OnInterestingPlaceArrived
output: OnInterestingPlaceLeft
output: OnUnknownVisionPlayer
output: OnStateFleeing
output: OnIncapacitatedStart
output: OnIncapacitatedEnd
output: OnDamaged
output: OnDeath
output: OnHalfHealth
output: OnFoundEnemy
output: OnLostEnemyLOS
output: OnLostEnemy
output: OnFoundPlayer
output: OnLostPlayerLOS
output: OnLostPlayer
output: OnHearWorld
output: OnHearPlayer
output: OnHearCombat
output: OnGrappleBegin
output: OnGrappleEnd
output: OnFedUponBegin
output: OnFedUponEnd
output: OnSellWeapon
output: OnBarterClose
output: OnLinearMoveDone
output: OnAngularMoveDone
input: pl_investigate
input: pl_criminal_flee
input: pl_criminal_attack
input: pl_supernatural_flee
input: pl_supernatural_attack
input: WalkToNode
input: TweakParam
input: SetupPatrolType
input: FollowPatrolPath
input: ClearPatrolPath
input: StartPlayerDialog
input: StartPlayerDialogRemote
input: StartPlayerDialogUnforced
input: FleeAndDie
input: Faint
input: DisableThink
input: TeleportToEntity
input: TakeDamage
input: MakeInvincible
input: UseInteresting
input: SetInvestigateMode
input: SetInvestigateModeCombat
input: SetSpeechVolume
input: PlayDialogFile
input: AllowAlertLookaround
input: StayEntrenched
input: AllowKickHintUse
input: SetScriptedDiscipline
input: SetBloodShieldDiscipline
input: SetFollowerBoss
input: SetFollowerType
input: SetFallToGround
input: ChangeSchedule
input: SetDontFacePlayerInDialog
input: SetBossMonster
input: AllowOpenDoors
input: SetMovementMultiplier
input: SetDefaultDialogCamera
input: SetRelationship
input: HumanityAdd
input: Bloodloss
input: Bloodgain
input: ClearActiveDisciplines
input: physdamagescale
input: Inventory_Remove
input: MoneyAdd
input: MoneyRemove
input: BarterBegin
input: BarterEnd
input: BloodHeal
input: FrenzyCheck
input: FrenzyTrigger
input: HungerCheck
input: FrenzyUpdate
input: PlayFloat
input: WillTalk
input: ChangeMasqueradeLevel
input: FadeHeadAsCameraTarget
input: FadeBodyAsCameraTarget
input: SetHeadAsCameraTarget
input: SetBodyAsCameraTarget
input: LookAtEntityEye
input: LookAtEntityCenter
input: LookAtEntityOrigin
input: LookAtEntityDefault
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
npc_VPedestrian
output: OnDialogBegin
output: OnDialogEnd
output: OnInterestingPlaceArrived
output: OnInterestingPlaceLeft
output: OnUnknownVisionPlayer
output: OnStateFleeing
output: OnIncapacitatedStart
output: OnIncapacitatedEnd
output: OnDamaged
output: OnDeath
output: OnHalfHealth
output: OnFoundEnemy
output: OnLostEnemyLOS
output: OnLostEnemy
output: OnFoundPlayer
output: OnLostPlayerLOS
output: OnLostPlayer
output: OnHearWorld
output: OnHearPlayer
output: OnHearCombat
output: OnGrappleBegin
output: OnGrappleEnd
output: OnFedUponBegin
output: OnFedUponEnd
output: OnSellWeapon
output: OnBarterClose
output: OnLinearMoveDone
output: OnAngularMoveDone
input: pl_investigate
input: pl_criminal_flee
input: pl_criminal_attack
input: pl_supernatural_flee
input: pl_supernatural_attack
input: WalkToNode
input: TweakParam
input: SetupPatrolType
input: FollowPatrolPath
input: ClearPatrolPath
input: StartPlayerDialog
input: StartPlayerDialogRemote
input: StartPlayerDialogUnforced
input: FleeAndDie
input: Faint
input: DisableThink
input: TeleportToEntity
input: TakeDamage
input: MakeInvincible
input: UseInteresting
input: SetInvestigateMode
input: SetInvestigateModeCombat
input: SetSpeechVolume
input: PlayDialogFile
input: AllowAlertLookaround
input: StayEntrenched
input: AllowKickHintUse
input: SetScriptedDiscipline
input: SetBloodShieldDiscipline
input: SetFollowerBoss
input: SetFollowerType
input: SetFallToGround
input: ChangeSchedule
input: SetDontFacePlayerInDialog
input: SetBossMonster
input: AllowOpenDoors
input: SetMovementMultiplier
input: SetDefaultDialogCamera
input: SetRelationship
input: HumanityAdd
input: Bloodloss
input: Bloodgain
input: ClearActiveDisciplines
input: physdamagescale
input: Inventory_Remove
input: MoneyAdd
input: MoneyRemove
input: BarterBegin
input: BarterEnd
input: BloodHeal
input: FrenzyCheck
input: FrenzyTrigger
input: HungerCheck
input: FrenzyUpdate
input: PlayFloat
input: WillTalk
input: ChangeMasqueradeLevel
input: FadeHeadAsCameraTarget
input: FadeBodyAsCameraTarget
input: SetHeadAsCameraTarget
input: SetBodyAsCameraTarget
input: LookAtEntityEye
input: LookAtEntityCenter
input: LookAtEntityOrigin
input: LookAtEntityDefault
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
npc_VPlayerController
output: OnDialogBegin
output: OnDialogEnd
output: OnInterestingPlaceArrived
output: OnInterestingPlaceLeft
output: OnUnknownVisionPlayer
output: OnStateFleeing
output: OnIncapacitatedStart
output: OnIncapacitatedEnd
output: OnDamaged
output: OnDeath
output: OnHalfHealth
output: OnFoundEnemy
output: OnLostEnemyLOS
output: OnLostEnemy
output: OnFoundPlayer
output: OnLostPlayerLOS
output: OnLostPlayer
output: OnHearWorld
output: OnHearPlayer
output: OnHearCombat
output: OnGrappleBegin
output: OnGrappleEnd
output: OnFedUponBegin
output: OnFedUponEnd
output: OnSellWeapon
output: OnBarterClose
output: OnLinearMoveDone
output: OnAngularMoveDone
input: pl_investigate
input: pl_criminal_flee
input: pl_criminal_attack
input: pl_supernatural_flee
input: pl_supernatural_attack
input: WalkToNode
input: TweakParam
input: SetupPatrolType
input: FollowPatrolPath
input: ClearPatrolPath
input: StartPlayerDialog
input: StartPlayerDialogRemote
input: StartPlayerDialogUnforced
input: FleeAndDie
input: Faint
input: DisableThink
input: TeleportToEntity
input: TakeDamage
input: MakeInvincible
input: UseInteresting
input: SetInvestigateMode
input: SetInvestigateModeCombat
input: SetSpeechVolume
input: PlayDialogFile
input: AllowAlertLookaround
input: StayEntrenched
input: AllowKickHintUse
input: SetScriptedDiscipline
input: SetBloodShieldDiscipline
input: SetFollowerBoss
input: SetFollowerType
input: SetFallToGround
input: ChangeSchedule
input: SetDontFacePlayerInDialog
input: SetBossMonster
input: AllowOpenDoors
input: SetMovementMultiplier
input: SetDefaultDialogCamera
input: SetRelationship
input: HumanityAdd
input: Bloodloss
input: Bloodgain
input: ClearActiveDisciplines
input: physdamagescale
input: Inventory_Remove
input: MoneyAdd
input: MoneyRemove
input: BarterBegin
input: BarterEnd
input: BloodHeal
input: FrenzyCheck
input: FrenzyTrigger
input: HungerCheck
input: FrenzyUpdate
input: PlayFloat
input: WillTalk
input: ChangeMasqueradeLevel
input: FadeHeadAsCameraTarget
input: FadeBodyAsCameraTarget
input: SetHeadAsCameraTarget
input: SetBodyAsCameraTarget
input: LookAtEntityEye
input: LookAtEntityCenter
input: LookAtEntityOrigin
input: LookAtEntityDefault
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
output: OnDialogBegin
output: OnDialogEnd
output: OnInterestingPlaceArrived
output: OnInterestingPlaceLeft
output: OnUnknownVisionPlayer
output: OnStateFleeing
output: OnIncapacitatedStart
output: OnIncapacitatedEnd
output: OnDamaged
output: OnDeath
output: OnHalfHealth
output: OnFoundEnemy
output: OnLostEnemyLOS
output: OnLostEnemy
output: OnFoundPlayer
output: OnLostPlayerLOS
output: OnLostPlayer
output: OnHearWorld
output: OnHearPlayer
output: OnHearCombat
output: OnGrappleBegin
output: OnGrappleEnd
output: OnFedUponBegin
output: OnFedUponEnd
output: OnSellWeapon
output: OnBarterClose
output: OnLinearMoveDone
output: OnAngularMoveDone
input: pl_investigate
input: pl_criminal_flee
input: pl_criminal_attack
input: pl_supernatural_flee
input: pl_supernatural_attack
input: WalkToNode
input: TweakParam
input: SetupPatrolType
input: FollowPatrolPath
input: ClearPatrolPath
input: StartPlayerDialog
input: StartPlayerDialogRemote
input: StartPlayerDialogUnforced
input: FleeAndDie
input: Faint
input: DisableThink
input: TeleportToEntity
input: TakeDamage
input: MakeInvincible
input: UseInteresting
input: SetInvestigateMode
input: SetInvestigateModeCombat
input: SetSpeechVolume
input: PlayDialogFile
input: AllowAlertLookaround
input: StayEntrenched
input: AllowKickHintUse
input: SetScriptedDiscipline
input: SetBloodShieldDiscipline
input: SetFollowerBoss
input: SetFollowerType
input: SetFallToGround
input: ChangeSchedule
input: SetDontFacePlayerInDialog
input: SetBossMonster
input: AllowOpenDoors
input: SetMovementMultiplier
input: SetDefaultDialogCamera
input: SetRelationship
input: HumanityAdd
input: Bloodloss
input: Bloodgain
input: ClearActiveDisciplines
input: physdamagescale
input: Inventory_Remove
input: MoneyAdd
input: MoneyRemove
input: BarterBegin
input: BarterEnd
input: BloodHeal
input: FrenzyCheck
input: FrenzyTrigger
input: HungerCheck
input: FrenzyUpdate
input: PlayFloat
input: WillTalk
input: ChangeMasqueradeLevel
input: FadeHeadAsCameraTarget
input: FadeBodyAsCameraTarget
input: SetHeadAsCameraTarget
input: SetBodyAsCameraTarget
input: LookAtEntityEye
input: LookAtEntityCenter
input: LookAtEntityOrigin
input: LookAtEntityDefault
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
npc_VRat
output: OnDialogBegin
output: OnDialogEnd
output: OnInterestingPlaceArrived
output: OnInterestingPlaceLeft
output: OnUnknownVisionPlayer
output: OnStateFleeing
output: OnIncapacitatedStart
output: OnIncapacitatedEnd
output: OnDamaged
output: OnDeath
output: OnHalfHealth
output: OnFoundEnemy
output: OnLostEnemyLOS
output: OnLostEnemy
output: OnFoundPlayer
output: OnLostPlayerLOS
output: OnLostPlayer
output: OnHearWorld
output: OnHearPlayer
output: OnHearCombat
output: OnGrappleBegin
output: OnGrappleEnd
output: OnFedUponBegin
output: OnFedUponEnd
output: OnSellWeapon
output: OnBarterClose
output: OnLinearMoveDone
output: OnAngularMoveDone
input: pl_investigate
input: pl_criminal_flee
input: pl_criminal_attack
input: pl_supernatural_flee
input: pl_supernatural_attack
input: WalkToNode
input: TweakParam
input: SetupPatrolType
input: FollowPatrolPath
input: ClearPatrolPath
input: StartPlayerDialog
input: StartPlayerDialogRemote
input: StartPlayerDialogUnforced
input: FleeAndDie
input: Faint
input: DisableThink
input: TeleportToEntity
input: TakeDamage
input: MakeInvincible
input: UseInteresting
input: SetInvestigateMode
input: SetInvestigateModeCombat
input: SetSpeechVolume
input: PlayDialogFile
input: AllowAlertLookaround
input: StayEntrenched
input: AllowKickHintUse
input: SetScriptedDiscipline
input: SetBloodShieldDiscipline
input: SetFollowerBoss
input: SetFollowerType
input: SetFallToGround
input: ChangeSchedule
input: SetDontFacePlayerInDialog
input: SetBossMonster
input: AllowOpenDoors
input: SetMovementMultiplier
input: SetDefaultDialogCamera
input: SetRelationship
input: HumanityAdd
input: Bloodloss
input: Bloodgain
input: ClearActiveDisciplines
input: physdamagescale
input: Inventory_Remove
input: MoneyAdd
input: MoneyRemove
input: BarterBegin
input: BarterEnd
input: BloodHeal
input: FrenzyCheck
input: FrenzyTrigger
input: HungerCheck
input: FrenzyUpdate
input: PlayFloat
input: WillTalk
input: ChangeMasqueradeLevel
input: FadeHeadAsCameraTarget
input: FadeBodyAsCameraTarget
input: SetHeadAsCameraTarget
input: SetBodyAsCameraTarget
input: LookAtEntityEye
input: LookAtEntityCenter
input: LookAtEntityOrigin
input: LookAtEntityDefault
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
npc_VSabbatGunman
output: OnDialogBegin
output: OnDialogEnd
output: OnInterestingPlaceArrived
output: OnInterestingPlaceLeft
output: OnUnknownVisionPlayer
output: OnStateFleeing
output: OnIncapacitatedStart
output: OnIncapacitatedEnd
output: OnDamaged
output: OnDeath
output: OnHalfHealth
output: OnFoundEnemy
output: OnLostEnemyLOS
output: OnLostEnemy
output: OnFoundPlayer
output: OnLostPlayerLOS
output: OnLostPlayer
output: OnHearWorld
output: OnHearPlayer
output: OnHearCombat
output: OnGrappleBegin
output: OnGrappleEnd
output: OnFedUponBegin
output: OnFedUponEnd
output: OnSellWeapon
output: OnBarterClose
output: OnLinearMoveDone
output: OnAngularMoveDone
input: pl_investigate
input: pl_criminal_flee
input: pl_criminal_attack
input: pl_supernatural_flee
input: pl_supernatural_attack
input: WalkToNode
input: TweakParam
input: SetupPatrolType
input: FollowPatrolPath
input: ClearPatrolPath
input: StartPlayerDialog
input: StartPlayerDialogRemote
input: StartPlayerDialogUnforced
input: FleeAndDie
input: Faint
input: DisableThink
input: TeleportToEntity
input: TakeDamage
input: MakeInvincible
input: UseInteresting
input: SetInvestigateMode
input: SetInvestigateModeCombat
input: SetSpeechVolume
input: PlayDialogFile
input: AllowAlertLookaround
input: StayEntrenched
input: AllowKickHintUse
input: SetScriptedDiscipline
input: SetBloodShieldDiscipline
input: SetFollowerBoss
input: SetFollowerType
input: SetFallToGround
input: ChangeSchedule
input: SetDontFacePlayerInDialog
input: SetBossMonster
input: AllowOpenDoors
input: SetMovementMultiplier
input: SetDefaultDialogCamera
input: SetRelationship
input: HumanityAdd
input: Bloodloss
input: Bloodgain
input: ClearActiveDisciplines
input: physdamagescale
input: Inventory_Remove
input: MoneyAdd
input: MoneyRemove
input: BarterBegin
input: BarterEnd
input: BloodHeal
input: FrenzyCheck
input: FrenzyTrigger
input: HungerCheck
input: FrenzyUpdate
input: PlayFloat
input: WillTalk
input: ChangeMasqueradeLevel
input: FadeHeadAsCameraTarget
input: FadeBodyAsCameraTarget
input: SetHeadAsCameraTarget
input: SetBodyAsCameraTarget
input: LookAtEntityEye
input: LookAtEntityCenter
input: LookAtEntityOrigin
input: LookAtEntityDefault
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
npc_VSabbatLeader
output: OnTransformComplete
output: OnDialogBegin
output: OnDialogEnd
output: OnInterestingPlaceArrived
output: OnInterestingPlaceLeft
output: OnUnknownVisionPlayer
output: OnStateFleeing
output: OnIncapacitatedStart
output: OnIncapacitatedEnd
output: OnDamaged
output: OnDeath
output: OnHalfHealth
output: OnFoundEnemy
output: OnLostEnemyLOS
output: OnLostEnemy
output: OnFoundPlayer
output: OnLostPlayerLOS
output: OnLostPlayer
output: OnHearWorld
output: OnHearPlayer
output: OnHearCombat
output: OnGrappleBegin
output: OnGrappleEnd
output: OnFedUponBegin
output: OnFedUponEnd
output: OnSellWeapon
output: OnBarterClose
output: OnLinearMoveDone
output: OnAngularMoveDone
input: StartTransformation
input: TransformModel
input: pl_investigate
input: pl_criminal_flee
input: pl_criminal_attack
input: pl_supernatural_flee
input: pl_supernatural_attack
input: WalkToNode
input: TweakParam
input: SetupPatrolType
input: FollowPatrolPath
input: ClearPatrolPath
input: StartPlayerDialog
input: StartPlayerDialogRemote
input: StartPlayerDialogUnforced
input: FleeAndDie
input: Faint
input: DisableThink
input: TeleportToEntity
input: TakeDamage
input: MakeInvincible
input: UseInteresting
input: SetInvestigateMode
input: SetInvestigateModeCombat
input: SetSpeechVolume
input: PlayDialogFile
input: AllowAlertLookaround
input: StayEntrenched
input: AllowKickHintUse
input: SetScriptedDiscipline
input: SetBloodShieldDiscipline
input: SetFollowerBoss
input: SetFollowerType
input: SetFallToGround
input: ChangeSchedule
input: SetDontFacePlayerInDialog
input: SetBossMonster
input: AllowOpenDoors
input: SetMovementMultiplier
input: SetDefaultDialogCamera
input: SetRelationship
input: HumanityAdd
input: Bloodloss
input: Bloodgain
input: ClearActiveDisciplines
input: physdamagescale
input: Inventory_Remove
input: MoneyAdd
input: MoneyRemove
input: BarterBegin
input: BarterEnd
input: BloodHeal
input: FrenzyCheck
input: FrenzyTrigger
input: HungerCheck
input: FrenzyUpdate
input: PlayFloat
input: WillTalk
input: ChangeMasqueradeLevel
input: FadeHeadAsCameraTarget
input: FadeBodyAsCameraTarget
input: SetHeadAsCameraTarget
input: SetBodyAsCameraTarget
input: LookAtEntityEye
input: LookAtEntityCenter
input: LookAtEntityOrigin
input: LookAtEntityDefault
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
output: OnDialogBegin
output: OnDialogEnd
output: OnInterestingPlaceArrived
output: OnInterestingPlaceLeft
output: OnUnknownVisionPlayer
output: OnStateFleeing
output: OnIncapacitatedStart
output: OnIncapacitatedEnd
output: OnDamaged
output: OnDeath
output: OnHalfHealth
output: OnFoundEnemy
output: OnLostEnemyLOS
output: OnLostEnemy
output: OnFoundPlayer
output: OnLostPlayerLOS
output: OnLostPlayer
output: OnHearWorld
output: OnHearPlayer
output: OnHearCombat
output: OnGrappleBegin
output: OnGrappleEnd
output: OnFedUponBegin
output: OnFedUponEnd
output: OnSellWeapon
output: OnBarterClose
output: OnLinearMoveDone
output: OnAngularMoveDone
input: pl_investigate
input: pl_criminal_flee
input: pl_criminal_attack
input: pl_supernatural_flee
input: pl_supernatural_attack
input: WalkToNode
input: TweakParam
input: SetupPatrolType
input: FollowPatrolPath
input: ClearPatrolPath
input: StartPlayerDialog
input: StartPlayerDialogRemote
input: StartPlayerDialogUnforced
input: FleeAndDie
input: Faint
input: DisableThink
input: TeleportToEntity
input: TakeDamage
input: MakeInvincible
input: UseInteresting
input: SetInvestigateMode
input: SetInvestigateModeCombat
input: SetSpeechVolume
input: PlayDialogFile
input: AllowAlertLookaround
input: StayEntrenched
input: AllowKickHintUse
input: SetScriptedDiscipline
input: SetBloodShieldDiscipline
input: SetFollowerBoss
input: SetFollowerType
input: SetFallToGround
input: ChangeSchedule
input: SetDontFacePlayerInDialog
input: SetBossMonster
input: AllowOpenDoors
input: SetMovementMultiplier
input: SetDefaultDialogCamera
input: SetRelationship
input: HumanityAdd
input: Bloodloss
input: Bloodgain
input: ClearActiveDisciplines
input: physdamagescale
input: Inventory_Remove
input: MoneyAdd
input: MoneyRemove
input: BarterBegin
input: BarterEnd
input: BloodHeal
input: FrenzyCheck
input: FrenzyTrigger
input: HungerCheck
input: FrenzyUpdate
input: PlayFloat
input: WillTalk
input: ChangeMasqueradeLevel
input: FadeHeadAsCameraTarget
input: FadeBodyAsCameraTarget
input: SetHeadAsCameraTarget
input: SetBodyAsCameraTarget
input: LookAtEntityEye
input: LookAtEntityCenter
input: LookAtEntityOrigin
input: LookAtEntityDefault
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
input: Kill
input: Use
input: Alpha
input: Color
input: SetParent
input: ClearParent
input: ScriptHide
input: ScriptUnhide
input: SetSoundOverrideEnt
input: SetFakeSilence
npc_VSheriffMan
output: OnFinishTransformation
output: OnTransformComplete
output: OnDialogBegin
output: OnDialogEnd
output: OnInterestingPlaceArrived
output: OnInterestingPlaceLeft
output: OnUnknownVisionPlayer
output: OnStateFleeing
output: OnIncapacitatedStart
output: OnIncapacitatedEnd
output: OnDamaged
output: OnDeath
output: OnHalfHealth
output: OnFoundEnemy
output: OnLostEnemyLOS
output: OnLostEnemy
output: OnFoundPlayer
output: OnLostPlayerLOS
output: OnLostPlayer
output: OnHearWorld
output: OnHearPlayer
output: OnHearCombat
output: OnGrappleBegin
output: OnGrappleEnd
output: OnFedUponBegin
output: OnFedUponEnd
output: OnSellWeapon
output: OnBarterClose
output: OnLinearMoveDone
output: OnAngularMoveDone
input: StartAttacking
input: StartTransformation
input: TransformModel
input: pl_investigate
input: pl_criminal_flee
input: pl_criminal_attack
input: pl_supernatural_flee
input: pl_supernatural_attack
input: WalkToNode
input: TweakParam
input: SetupPatrolType
input: FollowPatrolPath
input: ClearPatrolPath
input: StartPlayerDialog
input: StartPlayerDialogRemote
input: StartPlayerDialogUnforced
input: FleeAndDie
input: Faint
input: DisableThink
input: TeleportToEntity
input: TakeDamage
input: MakeInvincible
input: UseInteresting
input: SetInvestigateMode
input: SetInvestigateModeCombat
input: SetSpeechVolume
input: PlayDialogFile
input: AllowAlertLookaround
input: StayEntrenched
input: AllowKickHintUse
input: SetScriptedDiscipline
input: SetBloodShieldDiscipline
input: SetFollowerBoss
input: SetFollowerType
input: SetFallToGround
input: ChangeSchedule
input: SetDontFacePlayerInDialog
input: SetBossMonster
input: AllowOpenDoors
input: SetMovementMultiplier
input: SetDefaultDialogCamera
input: SetRelationship
input: HumanityAdd
input: Bloodloss
input: Bloodgain
input: ClearActiveDisciplines
input: physdamagescale
input: Inventory_Remove
input: MoneyAdd
input: MoneyRemove
input: BarterBegin
input: BarterEnd
input: BloodHeal
input: FrenzyCheck
input: FrenzyTrigger
input: HungerCheck
input: FrenzyUpdate
input: PlayFloat
input: WillTalk
input: ChangeMasqueradeLevel
input: FadeHeadAsCameraTarget
input: FadeBodyAsCameraTarget
input: SetHeadAsCameraTarget
input: SetBodyAsCameraTarget
input: LookAtEntityEye
input: LookAtEntityCenter
input: LookAtEntityOrigin
input: LookAtEntityDefault
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
npc_VTaxiDriver
output: OnDialogBegin
output: OnDialogEnd
output: OnInterestingPlaceArrived
output: OnInterestingPlaceLeft
output: OnUnknownVisionPlayer
output: OnStateFleeing
output: OnIncapacitatedStart
output: OnIncapacitatedEnd
output: OnDamaged
output: OnDeath
output: OnHalfHealth
output: OnFoundEnemy
output: OnLostEnemyLOS
output: OnLostEnemy
output: OnFoundPlayer
output: OnLostPlayerLOS
output: OnLostPlayer
output: OnHearWorld
output: OnHearPlayer
output: OnHearCombat
output: OnGrappleBegin
output: OnGrappleEnd
output: OnFedUponBegin
output: OnFedUponEnd
output: OnSellWeapon
output: OnBarterClose
output: OnLinearMoveDone
output: OnAngularMoveDone
input: pl_investigate
input: pl_criminal_flee
input: pl_criminal_attack
input: pl_supernatural_flee
input: pl_supernatural_attack
input: WalkToNode
input: TweakParam
input: SetupPatrolType
input: FollowPatrolPath
input: ClearPatrolPath
input: StartPlayerDialog
input: StartPlayerDialogRemote
input: StartPlayerDialogUnforced
input: FleeAndDie
input: Faint
input: DisableThink
input: TeleportToEntity
input: TakeDamage
input: MakeInvincible
input: UseInteresting
input: SetInvestigateMode
input: SetInvestigateModeCombat
input: SetSpeechVolume
input: PlayDialogFile
input: AllowAlertLookaround
input: StayEntrenched
input: AllowKickHintUse
input: SetScriptedDiscipline
input: SetBloodShieldDiscipline
input: SetFollowerBoss
input: SetFollowerType
input: SetFallToGround
input: ChangeSchedule
input: SetDontFacePlayerInDialog
input: SetBossMonster
input: AllowOpenDoors
input: SetMovementMultiplier
input: SetDefaultDialogCamera
input: SetRelationship
input: HumanityAdd
input: Bloodloss
input: Bloodgain
input: ClearActiveDisciplines
input: physdamagescale
input: Inventory_Remove
input: MoneyAdd
input: MoneyRemove
input: BarterBegin
input: BarterEnd
input: BloodHeal
input: FrenzyCheck
input: FrenzyTrigger
input: HungerCheck
input: FrenzyUpdate
input: PlayFloat
input: WillTalk
input: ChangeMasqueradeLevel
input: FadeHeadAsCameraTarget
input: FadeBodyAsCameraTarget
input: SetHeadAsCameraTarget
input: SetBodyAsCameraTarget
input: LookAtEntityEye
input: LookAtEntityCenter
input: LookAtEntityOrigin
input: LookAtEntityDefault
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
npc_VTzimisce
output: OnDialogBegin
output: OnDialogEnd
output: OnInterestingPlaceArrived
output: OnInterestingPlaceLeft
output: OnUnknownVisionPlayer
output: OnStateFleeing
output: OnIncapacitatedStart
output: OnIncapacitatedEnd
output: OnDamaged
output: OnDeath
output: OnHalfHealth
output: OnFoundEnemy
output: OnLostEnemyLOS
output: OnLostEnemy
output: OnFoundPlayer
output: OnLostPlayerLOS
output: OnLostPlayer
output: OnHearWorld
output: OnHearPlayer
output: OnHearCombat
output: OnGrappleBegin
output: OnGrappleEnd
output: OnFedUponBegin
output: OnFedUponEnd
output: OnSellWeapon
output: OnBarterClose
output: OnLinearMoveDone
output: OnAngularMoveDone
input: pl_investigate
input: pl_criminal_flee
input: pl_criminal_attack
input: pl_supernatural_flee
input: pl_supernatural_attack
input: WalkToNode
input: TweakParam
input: SetupPatrolType
input: FollowPatrolPath
input: ClearPatrolPath
input: StartPlayerDialog
input: StartPlayerDialogRemote
input: StartPlayerDialogUnforced
input: FleeAndDie
input: Faint
input: DisableThink
input: TeleportToEntity
input: TakeDamage
input: MakeInvincible
input: UseInteresting
input: SetInvestigateMode
input: SetInvestigateModeCombat
input: SetSpeechVolume
input: PlayDialogFile
input: AllowAlertLookaround
input: StayEntrenched
input: AllowKickHintUse
input: SetScriptedDiscipline
input: SetBloodShieldDiscipline
input: SetFollowerBoss
input: SetFollowerType
input: SetFallToGround
input: ChangeSchedule
input: SetDontFacePlayerInDialog
input: SetBossMonster
input: AllowOpenDoors
input: SetMovementMultiplier
input: SetDefaultDialogCamera
input: SetRelationship
input: HumanityAdd
input: Bloodloss
input: Bloodgain
input: ClearActiveDisciplines
input: physdamagescale
input: Inventory_Remove
input: MoneyAdd
input: MoneyRemove
input: BarterBegin
input: BarterEnd
input: BloodHeal
input: FrenzyCheck
input: FrenzyTrigger
input: HungerCheck
input: FrenzyUpdate
input: PlayFloat
input: WillTalk
input: ChangeMasqueradeLevel
input: FadeHeadAsCameraTarget
input: FadeBodyAsCameraTarget
input: SetHeadAsCameraTarget
input: SetBodyAsCameraTarget
input: LookAtEntityEye
input: LookAtEntityCenter
input: LookAtEntityOrigin
input: LookAtEntityDefault
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
npc_VTzimisceHeadClaw
output: OnDialogBegin
output: OnDialogEnd
output: OnInterestingPlaceArrived
output: OnInterestingPlaceLeft
output: OnUnknownVisionPlayer
output: OnStateFleeing
output: OnIncapacitatedStart
output: OnIncapacitatedEnd
output: OnDamaged
output: OnDeath
output: OnHalfHealth
output: OnFoundEnemy
output: OnLostEnemyLOS
output: OnLostEnemy
output: OnFoundPlayer
output: OnLostPlayerLOS
output: OnLostPlayer
output: OnHearWorld
output: OnHearPlayer
output: OnHearCombat
output: OnGrappleBegin
output: OnGrappleEnd
output: OnFedUponBegin
output: OnFedUponEnd
output: OnSellWeapon
output: OnBarterClose
output: OnLinearMoveDone
output: OnAngularMoveDone
input: pl_investigate
input: pl_criminal_flee
input: pl_criminal_attack
input: pl_supernatural_flee
input: pl_supernatural_attack
input: WalkToNode
input: TweakParam
input: SetupPatrolType
input: FollowPatrolPath
input: ClearPatrolPath
input: StartPlayerDialog
input: StartPlayerDialogRemote
input: StartPlayerDialogUnforced
input: FleeAndDie
input: Faint
input: DisableThink
input: TeleportToEntity
input: TakeDamage
input: MakeInvincible
input: UseInteresting
input: SetInvestigateMode
input: SetInvestigateModeCombat
input: SetSpeechVolume
input: PlayDialogFile
input: AllowAlertLookaround
input: StayEntrenched
input: AllowKickHintUse
input: SetScriptedDiscipline
input: SetBloodShieldDiscipline
input: SetFollowerBoss
input: SetFollowerType
input: SetFallToGround
input: ChangeSchedule
input: SetDontFacePlayerInDialog
input: SetBossMonster
input: AllowOpenDoors
input: SetMovementMultiplier
input: SetDefaultDialogCamera
input: SetRelationship
input: HumanityAdd
input: Bloodloss
input: Bloodgain
input: ClearActiveDisciplines
input: physdamagescale
input: Inventory_Remove
input: MoneyAdd
input: MoneyRemove
input: BarterBegin
input: BarterEnd
input: BloodHeal
input: FrenzyCheck
input: FrenzyTrigger
input: HungerCheck
input: FrenzyUpdate
input: PlayFloat
input: WillTalk
input: ChangeMasqueradeLevel
input: FadeHeadAsCameraTarget
input: FadeBodyAsCameraTarget
input: SetHeadAsCameraTarget
input: SetBodyAsCameraTarget
input: LookAtEntityEye
input: LookAtEntityCenter
input: LookAtEntityOrigin
input: LookAtEntityDefault
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
npc_VTzimisceRunner
output: OnDialogBegin
output: OnDialogEnd
output: OnInterestingPlaceArrived
output: OnInterestingPlaceLeft
output: OnUnknownVisionPlayer
output: OnStateFleeing
output: OnIncapacitatedStart
output: OnIncapacitatedEnd
output: OnDamaged
output: OnDeath
output: OnHalfHealth
output: OnFoundEnemy
output: OnLostEnemyLOS
output: OnLostEnemy
output: OnFoundPlayer
output: OnLostPlayerLOS
output: OnLostPlayer
output: OnHearWorld
output: OnHearPlayer
output: OnHearCombat
output: OnGrappleBegin
output: OnGrappleEnd
output: OnFedUponBegin
output: OnFedUponEnd
output: OnSellWeapon
output: OnBarterClose
output: OnLinearMoveDone
output: OnAngularMoveDone
input: pl_investigate
input: pl_criminal_flee
input: pl_criminal_attack
input: pl_supernatural_flee
input: pl_supernatural_attack
input: WalkToNode
input: TweakParam
input: SetupPatrolType
input: FollowPatrolPath
input: ClearPatrolPath
input: StartPlayerDialog
input: StartPlayerDialogRemote
input: StartPlayerDialogUnforced
input: FleeAndDie
input: Faint
input: DisableThink
input: TeleportToEntity
input: TakeDamage
input: MakeInvincible
input: UseInteresting
input: SetInvestigateMode
input: SetInvestigateModeCombat
input: SetSpeechVolume
input: PlayDialogFile
input: AllowAlertLookaround
input: StayEntrenched
input: AllowKickHintUse
input: SetScriptedDiscipline
input: SetBloodShieldDiscipline
input: SetFollowerBoss
input: SetFollowerType
input: SetFallToGround
input: ChangeSchedule
input: SetDontFacePlayerInDialog
input: SetBossMonster
input: AllowOpenDoors
input: SetMovementMultiplier
input: SetDefaultDialogCamera
input: SetRelationship
input: HumanityAdd
input: Bloodloss
input: Bloodgain
input: ClearActiveDisciplines
input: physdamagescale
input: Inventory_Remove
input: MoneyAdd
input: MoneyRemove
input: BarterBegin
input: BarterEnd
input: BloodHeal
input: FrenzyCheck
input: FrenzyTrigger
input: HungerCheck
input: FrenzyUpdate
input: PlayFloat
input: WillTalk
input: ChangeMasqueradeLevel
input: FadeHeadAsCameraTarget
input: FadeBodyAsCameraTarget
input: SetHeadAsCameraTarget
input: SetBodyAsCameraTarget
input: LookAtEntityEye
input: LookAtEntityCenter
input: LookAtEntityOrigin
input: LookAtEntityDefault
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
"classname" "npc_VTzimisceRunner"
"angles" "0 0 0"
"renderfx" "0"
"rendermode" "0"
"renderamt" "255"
"rendercolor" "255 255 255"
"disableshadows" "1"
"disablereceiveshadows" "0"
"physdamagescale" "1.0"
"npc_perception" "3"
"vision" "1500"
"hearing" "-1.00"
"default_disposition" "Neutral"
"default_camera" "DialogDefault"
"demo_sequence" "None"
"skin" "0"
"npc_transparent" "1"
"skincolor" "0 0 0 0"
"haircolor" "0 0 0 0"
"clothescolor1" "0 0 0 0"
"clothescolor2" "0 0 0 0"
" trimcolor" "0 0 0 0"
"stattemplate" "TzimisceCreation3"
"player_reaction" "D_NU 0"
"interesting_place_groups" "0"
"use_interesting" "0"
"hint_groups" "1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16"
"investigate_mode" "4"
"investigate_mode_combat" "4"
"full_investigate" "0"
"bright_route_penalty" "0"
"pl_investigate" "-1"
"pl_criminal_flee" "-1"
"pl_criminal_attack" "-1"
"pl_supernatural_flee" "-1"
"pl_supernatural_attack" "-1"
"percent_occluded_wait" "10"
"percent_occluded_cover" "30"
"percent_occluded_walk" "10"
"percent_occluded_flank" "20"
"percent_occluded_chase" "30"
"allow_alert_lookaround" "1"
"stay_entrenched" "0"
"allow_kick_hint_use" "1"
"floatfreq" "0"
"spawnflags" "4"
"model" "models/character/monster/tzimisce/creation3/tzim3.mdl"
"targetname" "Larry"
"StartHidden" "0"
"crossfade_skin_time" "2.0"
"combat_start_activity" "-1"
"follower_type" "Default"
"origin" "-501.218 -359.291 361"
npc_VVampire
output: OnDialogBegin
output: OnDialogEnd
output: OnInterestingPlaceArrived
output: OnInterestingPlaceLeft
output: OnUnknownVisionPlayer
output: OnStateFleeing
output: OnIncapacitatedStart
output: OnIncapacitatedEnd
output: OnDamaged
output: OnDeath
output: OnHalfHealth
output: OnFoundEnemy
output: OnLostEnemyLOS
output: OnLostEnemy
output: OnFoundPlayer
output: OnLostPlayerLOS
output: OnLostPlayer
output: OnHearWorld
output: OnHearPlayer
output: OnHearCombat
output: OnGrappleBegin
output: OnGrappleEnd
output: OnFedUponBegin
output: OnFedUponEnd
output: OnSellWeapon
output: OnBarterClose
output: OnLinearMoveDone
output: OnAngularMoveDone
input: pl_investigate
input: pl_criminal_flee
input: pl_criminal_attack
input: pl_supernatural_flee
input: pl_supernatural_attack
input: WalkToNode
input: TweakParam
input: SetupPatrolType
input: FollowPatrolPath
input: ClearPatrolPath
input: StartPlayerDialog
input: StartPlayerDialogRemote
input: StartPlayerDialogUnforced
input: FleeAndDie
input: Faint
input: DisableThink
input: TeleportToEntity
input: TakeDamage
input: MakeInvincible
input: UseInteresting
input: SetInvestigateMode
input: SetInvestigateModeCombat
input: SetSpeechVolume
input: PlayDialogFile
input: AllowAlertLookaround
input: StayEntrenched
input: AllowKickHintUse
input: SetScriptedDiscipline
input: SetBloodShieldDiscipline
input: SetFollowerBoss
input: SetFollowerType
input: SetFallToGround
input: ChangeSchedule
input: SetDontFacePlayerInDialog
input: SetBossMonster
input: AllowOpenDoors
input: SetMovementMultiplier
input: SetDefaultDialogCamera
input: SetRelationship
input: HumanityAdd
input: Bloodloss
input: Bloodgain
input: ClearActiveDisciplines
input: physdamagescale
input: Inventory_Remove
input: MoneyAdd
input: MoneyRemove
input: BarterBegin
input: BarterEnd
input: BloodHeal
input: FrenzyCheck
input: FrenzyTrigger
input: HungerCheck
input: FrenzyUpdate
input: PlayFloat
input: WillTalk
input: ChangeMasqueradeLevel
input: FadeHeadAsCameraTarget
input: FadeBodyAsCameraTarget
input: SetHeadAsCameraTarget
input: SetBodyAsCameraTarget
input: LookAtEntityEye
input: LookAtEntityCenter
input: LookAtEntityOrigin
input: LookAtEntityDefault
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
"targetname" "VV"
"angles" "0 219 0"
"renderfx" "0"
"rendermode" "0"
"renderamt" "255"
"rendercolor" "255 255 255"
"disableshadows" "1"
"disablereceiveshadows" "0"
"base_gender" "1"
"physdamagescale" "1.0"
"npc_perception" "3"
"vision" "-1"
"hearing" "-1.00"
"default_disposition" "Neutral"
"default_camera" "vdata/CameraShots/DialogDefaultWoman.txt"
"demo_sequence" "None"
"skin" "0"
"npc_transparent" "1"
"skincolor" "0 0 0 0"
"haircolor" "0 0 0 0"
"clothescolor1" "0 0 0 0"
"clothescolor2" "0 0 0 0"
"trimcolor" "0 0 0 0"
"stattemplate" "VampireCritical"
"player_reaction" "D_NU 0"
"interesting_place_groups" "11"
"use_interesting" "0"
"hint_groups" "1 2 3 4 5 6 7 8 9 10 11 12 13 14"
"investigate_mode" "0"
"investigate_mode_combat" "0"
"full_investigate" "0"
"bright_route_penalty" "0"
"pl_investigate" "-1"
"pl_criminal_flee" "-1"
"pl_criminal_attack" "-1"
"pl_supernatural_flee" "-1"
"pl_supernatural_attack" "-1"
"percent_occluded_wait" "10"
"percent_occluded_cover" "30"
"percent_occluded_walk" "10"
"percent_occluded_flank" "20"
"percent_occluded_chase" "30"
"allow_alert_lookaround" "1"
"stay_entrenched" "0"
"allow_kick_hint_use" "1"
"floatfreq" "0"
"spawnflags" "4"
"model" "models/character/npc/unique/Downtown/VV/VV.mdl"
"dialogname" "dlg/Hollywood/VV.dlg"
"StartHidden" "0"
"crossfade_skin_time" "2.0"
"combat_start_activity" "-1"
"follower_type" "Default"
"OnDialogEnd" ",,,0,-1,velvetRelocate(),"
"origin" "2976.51 520.543 -127"
npc_VVampireBoss
output: OnTransformComplete
output: OnDialogBegin
output: OnDialogEnd
output: OnInterestingPlaceArrived
output: OnInterestingPlaceLeft
output: OnUnknownVisionPlayer
output: OnStateFleeing
output: OnIncapacitatedStart
output: OnIncapacitatedEnd
output: OnDamaged
output: OnDeath
output: OnHalfHealth
output: OnFoundEnemy
output: OnLostEnemyLOS
output: OnLostEnemy
output: OnFoundPlayer
output: OnLostPlayerLOS
output: OnLostPlayer
output: OnHearWorld
output: OnHearPlayer
output: OnHearCombat
output: OnGrappleBegin
output: OnGrappleEnd
output: OnFedUponBegin
output: OnFedUponEnd
output: OnSellWeapon
output: OnBarterClose
output: OnLinearMoveDone
output: OnAngularMoveDone
input: TransformModel
input: pl_investigate
input: pl_criminal_flee
input: pl_criminal_attack
input: pl_supernatural_flee
input: pl_supernatural_attack
input: WalkToNode
input: TweakParam
input: SetupPatrolType
input: FollowPatrolPath
input: ClearPatrolPath
input: StartPlayerDialog
input: StartPlayerDialogRemote
input: StartPlayerDialogUnforced
input: FleeAndDie
input: Faint
input: DisableThink
input: TeleportToEntity
input: TakeDamage
input: MakeInvincible
input: UseInteresting
input: SetInvestigateMode
input: SetInvestigateModeCombat
input: SetSpeechVolume
input: PlayDialogFile
input: AllowAlertLookaround
input: StayEntrenched
input: AllowKickHintUse
input: SetScriptedDiscipline
input: SetBloodShieldDiscipline
input: SetFollowerBoss
input: SetFollowerType
input: SetFallToGround
input: ChangeSchedule
input: SetDontFacePlayerInDialog
input: SetBossMonster
input: AllowOpenDoors
input: SetMovementMultiplier
input: SetDefaultDialogCamera
input: SetRelationship
input: HumanityAdd
input: Bloodloss
input: Bloodgain
input: ClearActiveDisciplines
input: physdamagescale
input: Inventory_Remove
input: MoneyAdd
input: MoneyRemove
input: BarterBegin
input: BarterEnd
input: BloodHeal
input: FrenzyCheck
input: FrenzyTrigger
input: HungerCheck
input: FrenzyUpdate
input: PlayFloat
input: WillTalk
input: ChangeMasqueradeLevel
input: FadeHeadAsCameraTarget
input: FadeBodyAsCameraTarget
input: SetHeadAsCameraTarget
input: SetBodyAsCameraTarget
input: LookAtEntityEye
input: LookAtEntityCenter
input: LookAtEntityOrigin
input: LookAtEntityDefault
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
npc_VWerewolf
output: OnConditionDeathTriggered
output: OnBeginCrushAnimation
output: OnFinishCrushAnimation
output: OnTeleportOut
output: OnTeleportIn
output: OnDialogBegin
output: OnDialogEnd
output: OnInterestingPlaceArrived
output: OnInterestingPlaceLeft
output: OnUnknownVisionPlayer
output: OnStateFleeing
output: OnIncapacitatedStart
output: OnIncapacitatedEnd
output: OnDamaged
output: OnDeath
output: OnHalfHealth
output: OnFoundEnemy
output: OnLostEnemyLOS
output: OnLostEnemy
output: OnFoundPlayer
output: OnLostPlayerLOS
output: OnLostPlayer
output: OnHearWorld
output: OnHearPlayer
output: OnHearCombat
output: OnGrappleBegin
output: OnGrappleEnd
output: OnFedUponBegin
output: OnFedUponEnd
output: OnSellWeapon
output: OnBarterClose
output: OnLinearMoveDone
output: OnAngularMoveDone
input: ToggleDoorState
input: pl_investigate
input: pl_criminal_flee
input: pl_criminal_attack
input: pl_supernatural_flee
input: pl_supernatural_attack
input: WalkToNode
input: TweakParam
input: SetupPatrolType
input: FollowPatrolPath
input: ClearPatrolPath
input: StartPlayerDialog
input: StartPlayerDialogRemote
input: StartPlayerDialogUnforced
input: FleeAndDie
input: Faint
input: DisableThink
input: TeleportToEntity
input: TakeDamage
input: MakeInvincible
input: UseInteresting
input: SetInvestigateMode
input: SetInvestigateModeCombat
input: SetSpeechVolume
input: PlayDialogFile
input: AllowAlertLookaround
input: StayEntrenched
input: AllowKickHintUse
input: SetScriptedDiscipline
input: SetBloodShieldDiscipline
input: SetFollowerBoss
input: SetFollowerType
input: SetFallToGround
input: ChangeSchedule
input: SetDontFacePlayerInDialog
input: SetBossMonster
input: AllowOpenDoors
input: SetMovementMultiplier
input: SetDefaultDialogCamera
input: SetRelationship
input: HumanityAdd
input: Bloodloss
input: Bloodgain
input: ClearActiveDisciplines
input: physdamagescale
input: Inventory_Remove
input: MoneyAdd
input: MoneyRemove
input: BarterBegin
input: BarterEnd
input: BloodHeal
input: FrenzyCheck
input: FrenzyTrigger
input: HungerCheck
input: FrenzyUpdate
input: PlayFloat
input: WillTalk
input: ChangeMasqueradeLevel
input: FadeHeadAsCameraTarget
input: FadeBodyAsCameraTarget
input: SetHeadAsCameraTarget
input: SetBodyAsCameraTarget
input: LookAtEntityEye
input: LookAtEntityCenter
input: LookAtEntityOrigin
input: LookAtEntityDefault
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
npc_VYukie
output: OnDialogBegin
output: OnDialogEnd
output: OnInterestingPlaceArrived
output: OnInterestingPlaceLeft
output: OnUnknownVisionPlayer
output: OnStateFleeing
output: OnIncapacitatedStart
output: OnIncapacitatedEnd
output: OnDamaged
output: OnDeath
output: OnHalfHealth
output: OnFoundEnemy
output: OnLostEnemyLOS
output: OnLostEnemy
output: OnFoundPlayer
output: OnLostPlayerLOS
output: OnLostPlayer
output: OnHearWorld
output: OnHearPlayer
output: OnHearCombat
output: OnGrappleBegin
output: OnGrappleEnd
output: OnFedUponBegin
output: OnFedUponEnd
output: OnSellWeapon
output: OnBarterClose
output: OnLinearMoveDone
output: OnAngularMoveDone
input: pl_investigate
input: pl_criminal_flee
input: pl_criminal_attack
input: pl_supernatural_flee
input: pl_supernatural_attack
input: WalkToNode
input: TweakParam
input: SetupPatrolType
input: FollowPatrolPath
input: ClearPatrolPath
input: StartPlayerDialog
input: StartPlayerDialogRemote
input: StartPlayerDialogUnforced
input: FleeAndDie
input: Faint
input: DisableThink
input: TeleportToEntity
input: TakeDamage
input: MakeInvincible
input: UseInteresting
input: SetInvestigateMode
input: SetInvestigateModeCombat
input: SetSpeechVolume
input: PlayDialogFile
input: AllowAlertLookaround
input: StayEntrenched
input: AllowKickHintUse
input: SetScriptedDiscipline
input: SetBloodShieldDiscipline
input: SetFollowerBoss
input: SetFollowerType
input: SetFallToGround
input: ChangeSchedule
input: SetDontFacePlayerInDialog
input: SetBossMonster
input: AllowOpenDoors
input: SetMovementMultiplier
input: SetDefaultDialogCamera
input: SetRelationship
input: HumanityAdd
input: Bloodloss
input: Bloodgain
input: ClearActiveDisciplines
input: physdamagescale
input: Inventory_Remove
input: MoneyAdd
input: MoneyRemove
input: BarterBegin
input: BarterEnd
input: BloodHeal
input: FrenzyCheck
input: FrenzyTrigger
input: HungerCheck
input: FrenzyUpdate
input: PlayFloat
input: WillTalk
input: ChangeMasqueradeLevel
input: FadeHeadAsCameraTarget
input: FadeBodyAsCameraTarget
input: SetHeadAsCameraTarget
input: SetBodyAsCameraTarget
input: LookAtEntityEye
input: LookAtEntityCenter
input: LookAtEntityOrigin
input: LookAtEntityDefault
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
npc_VZombie
output: OnAttackedVictim
output: OnDialogBegin
output: OnDialogEnd
output: OnInterestingPlaceArrived
output: OnInterestingPlaceLeft
output: OnUnknownVisionPlayer
output: OnStateFleeing
output: OnIncapacitatedStart
output: OnIncapacitatedEnd
output: OnDamaged
output: OnDeath
output: OnHalfHealth
output: OnFoundEnemy
output: OnLostEnemyLOS
output: OnLostEnemy
output: OnFoundPlayer
output: OnLostPlayerLOS
output: OnLostPlayer
output: OnHearWorld
output: OnHearPlayer
output: OnHearCombat
output: OnGrappleBegin
output: OnGrappleEnd
output: OnFedUponBegin
output: OnFedUponEnd
output: OnSellWeapon
output: OnBarterClose
output: OnLinearMoveDone
output: OnAngularMoveDone
input: SetZombieAIType
input: pl_investigate
input: pl_criminal_flee
input: pl_criminal_attack
input: pl_supernatural_flee
input: pl_supernatural_attack
input: WalkToNode
input: TweakParam
input: SetupPatrolType
input: FollowPatrolPath
input: ClearPatrolPath
input: StartPlayerDialog
input: StartPlayerDialogRemote
input: StartPlayerDialogUnforced
input: FleeAndDie
input: Faint
input: DisableThink
input: TeleportToEntity
input: TakeDamage
input: MakeInvincible
input: UseInteresting
input: SetInvestigateMode
input: SetInvestigateModeCombat
input: SetSpeechVolume
input: PlayDialogFile
input: AllowAlertLookaround
input: StayEntrenched
input: AllowKickHintUse
input: SetScriptedDiscipline
input: SetBloodShieldDiscipline
input: SetFollowerBoss
input: SetFollowerType
input: SetFallToGround
input: ChangeSchedule
input: SetDontFacePlayerInDialog
input: SetBossMonster
input: AllowOpenDoors
input: SetMovementMultiplier
input: SetDefaultDialogCamera
input: SetRelationship
input: HumanityAdd
input: Bloodloss
input: Bloodgain
input: ClearActiveDisciplines
input: physdamagescale
input: Inventory_Remove
input: MoneyAdd
input: MoneyRemove
input: BarterBegin
input: BarterEnd
input: BloodHeal
input: FrenzyCheck
input: FrenzyTrigger
input: HungerCheck
input: FrenzyUpdate
input: PlayFloat
input: WillTalk
input: ChangeMasqueradeLevel
input: FadeHeadAsCameraTarget
input: FadeBodyAsCameraTarget
input: SetHeadAsCameraTarget
input: SetBodyAsCameraTarget
input: LookAtEntityEye
input: LookAtEntityCenter
input: LookAtEntityOrigin
input: LookAtEntityDefault
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
npc_maker
As you might have guessed from the console command, Template and
clan are pretty much the same thing. To tell the npc_maker
object
what kind of NPC template you want it to make, you set its
stattemplate property. You can override stattemplate values
within the local embedded declaration. For example, you would
likely set the model and starting equipment locally.
output: OnSpawnNPC
output: OnNPCDied
output: OnLastNPCDied
output: OnDialogBegin
output: OnDialogEnd
output: OnInterestingPlaceArrived
output: OnInterestingPlaceLeft
output: OnUnknownVisionPlayer
output: OnStateFleeing
output: OnIncapacitatedStart
output: OnIncapacitatedEnd
output: OnDamaged
output: OnDeath
output: OnHalfHealth
output: OnFoundEnemy
output: OnLostEnemyLOS
output: OnLostEnemy
output: OnFoundPlayer
output: OnLostPlayerLOS
output: OnLostPlayer
output: OnHearWorld
output: OnHearPlayer
output: OnHearCombat
output: OnGrappleBegin
output: OnGrappleEnd
output: OnFedUponBegin
output: OnFedUponEnd
output: OnSellWeapon
output: OnBarterClose
output: OnLinearMoveDone
output: OnAngularMoveDone
input: Spawn
input: Enable
input: Disable
input: Toggle
input: pl_investigate
input: pl_criminal_flee
input: pl_criminal_attack
input: pl_supernatural_flee
input: pl_supernatural_attack
input: WalkToNode
input: TweakParam
input: SetupPatrolType
input: FollowPatrolPath
input: ClearPatrolPath
input: StartPlayerDialog
input: StartPlayerDialogRemote
input: StartPlayerDialogUnforced
input: FleeAndDie
input: Faint
input: DisableThink
input: TeleportToEntity
input: TakeDamage
input: MakeInvincible
input: UseInteresting
input: SetInvestigateMode
input: SetInvestigateModeCombat
input: SetSpeechVolume
input: PlayDialogFile
input: AllowAlertLookaround
input: StayEntrenched
input: AllowKickHintUse
input: SetScriptedDiscipline
input: SetBloodShieldDiscipline
input: SetFollowerBoss
input: SetFollowerType
input: SetFallToGround
input: ChangeSchedule
input: SetDontFacePlayerInDialog
input: SetBossMonster
input: AllowOpenDoors
input: SetMovementMultiplier
input: SetDefaultDialogCamera
input: SetRelationship
input: HumanityAdd
input: Bloodloss
input: Bloodgain
input: ClearActiveDisciplines
input: physdamagescale
input: Inventory_Remove
input: MoneyAdd
input: MoneyRemove
input: BarterBegin
input: BarterEnd
input: BloodHeal
input: FrenzyCheck
input: FrenzyTrigger
input: HungerCheck
input: FrenzyUpdate
input: PlayFloat
input: WillTalk
input: ChangeMasqueradeLevel
input: FadeHeadAsCameraTarget
input: FadeBodyAsCameraTarget
input: SetHeadAsCameraTarget
input: SetBodyAsCameraTarget
input: LookAtEntityEye
input: LookAtEntityCenter
input: LookAtEntityOrigin
input: LookAtEntityDefault
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
"targetname" "Guards_Botch"
"angles" "0 180 0"
"renderfx" "0"
"rendermode" "0"
"renderamt" "255"
"rendercolor" "255 255 255"
"disableshadows" "1"
"disablereceiveshadows" "0"
"squadname" "squad_center"
"physdamagescale" "1.0"
"npc_perception" "3"
"vision" "1000"
"hearing" ".3"
"default_disposition" "Neutral"
"default_camera" "DialogDefault"
"model"
"models/character/npc/unique/Chinatown/Temple_Guard/Temple_Guard.mdl"
"demo_sequence" "None"
"skin" "1"
"crossfade_skin_time" "2.0"
"npc_transparent" "1"
"skincolor" "0 0 0 0"
"haircolor" "0 0 0 0"
"clothescolor1" "0 0 0 0"
"clothescolor2" "0 0 0 0"
"trimcolor" "0 0 0 0"
"stattemplate" "Tpl_standard"
"player_reaction" "D_HT 5"
"invincible" "0"
"interesting_place_groups" "0"
"use_interesting" "0"
"hint_groups" "1 2 3 4 5 6 7 8 9 10 "
"investigate_mode" "4"
"investigate_mode_combat" "4"
"full_investigate" "0"
"bright_route_penalty" "0"
"pl_investigate" "-1"
"pl_criminal_flee" "-1"
"pl_criminal_attack" "-1"
"pl_supernatural_flee" "-1"
"pl_supernatural_attack" "-1"
"percent_occluded_wait" "0"
"percent_occluded_cover" "0"
"percent_occluded_walk" "0"
"percent_occluded_flank" "0"
"percent_occluded_chase" "100"
"allow_alert_lookaround" "1"
"stay_entrenched" "0"
"allow_kick_hint_use" "1"
"floatfreq" "0"
"combat_start_activity" "-1"
"spawnflags" "4"
"additionalequipment" "item_w_katana"
"follower_type" "Default"
"StartHidden" "0"
"Flag_StartDisabled" "1"
"Flag_NPCClip" "1"
"Flag_Fade" "0"
"Flag_InfChild" "0"
"Flag_NoDrop" "1"
"MaxNPCCount" "3"
"SpawnFrequency" "120"
"MaxLiveChildren" "1"
"NPCType" "npc_VHumanCombatant"
"NPCTargetname" "Botch_Guards_Spawned"
"cantdropweapons" "1"
"team_name" "temple"
"Flag_ViewCone" "0"
"origin" "288 -72 8"
npc_maker_fleshpile
output: OnSpawnNPC
output: OnNPCDied
output: OnLastNPCDied
output: OnDialogBegin
output: OnDialogEnd
output: OnInterestingPlaceArrived
output: OnInterestingPlaceLeft
output: OnUnknownVisionPlayer
output: OnStateFleeing
output: OnIncapacitatedStart
output: OnIncapacitatedEnd
output: OnDamaged
output: OnDeath
output: OnHalfHealth
output: OnFoundEnemy
output: OnLostEnemyLOS
output: OnLostEnemy
output: OnFoundPlayer
output: OnLostPlayerLOS
output: OnLostPlayer
output: OnHearWorld
output: OnHearPlayer
output: OnHearCombat
output: OnGrappleBegin
output: OnGrappleEnd
output: OnFedUponBegin
output: OnFedUponEnd
output: OnSellWeapon
output: OnBarterClose
output: OnLinearMoveDone
output: OnAngularMoveDone
input: Spawn
input: Enable
input: Disable
input: Toggle
input: pl_investigate
input: pl_criminal_flee
input: pl_criminal_attack
input: pl_supernatural_flee
input: pl_supernatural_attack
input: WalkToNode
input: TweakParam
input: SetupPatrolType
input: FollowPatrolPath
input: ClearPatrolPath
input: StartPlayerDialog
input: StartPlayerDialogRemote
input: StartPlayerDialogUnforced
input: FleeAndDie
input: Faint
input: DisableThink
input: TeleportToEntity
input: TakeDamage
input: MakeInvincible
input: UseInteresting
input: SetInvestigateMode
input: SetInvestigateModeCombat
input: SetSpeechVolume
input: PlayDialogFile
input: AllowAlertLookaround
input: StayEntrenched
input: AllowKickHintUse
input: SetScriptedDiscipline
input: SetBloodShieldDiscipline
input: SetFollowerBoss
input: SetFollowerType
input: SetFallToGround
input: ChangeSchedule
input: SetDontFacePlayerInDialog
input: SetBossMonster
input: AllowOpenDoors
input: SetMovementMultiplier
input: SetDefaultDialogCamera
input: SetRelationship
input: HumanityAdd
input: Bloodloss
input: Bloodgain
input: ClearActiveDisciplines
input: physdamagescale
input: Inventory_Remove
input: MoneyAdd
input: MoneyRemove
input: BarterBegin
input: BarterEnd
input: BloodHeal
input: FrenzyCheck
input: FrenzyTrigger
input: HungerCheck
input: FrenzyUpdate
input: PlayFloat
input: WillTalk
input: ChangeMasqueradeLevel
input: FadeHeadAsCameraTarget
input: FadeBodyAsCameraTarget
input: SetHeadAsCameraTarget
input: SetBodyAsCameraTarget
input: LookAtEntityEye
input: LookAtEntityCenter
input: LookAtEntityOrigin
input: LookAtEntityDefault
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
"classname" "npc_maker_fleshpile"
"angles" "0 180 0"
"renderamt" "255"
"rendercolor" "255 255 255"
"disableshadows" "1"
"spawnflags" "0"
"physdamagescale" "1.0"
"npc_perception" "10"
"vision" "-1"
"hearing" "-1.00"
"default_disposition" "Neutral"
"default_camera" "DialogDefault"
"model" "models/character/monster/tzimisce/creation3/tzim3.mdl"
"demo_sequence" "None"
"npc_transparent" "1"
"skincolor" "0 0 0 0"
"haircolor" "0 0 0 0"
"clothescolor1" "0 0 0 0"
"clothescolor2" "0 0 0 0"
"trimcolor" "0 0 0 0"
"stattemplate" "TzimisceCreation3"
"player_reaction" "D_HT 10"
"hint_groups" "1 2 3 4 5 6 7 8 9 10 11 12 13 “
"investigate_mode" "4"
"investigate_mode_combat" "4"
"pl_investigate" "-1"
"pl_criminal_flee" "-1"
"pl_criminal_attack" "-1"
"pl_supernatural_flee" "-1"
"pl_supernatural_attack" "-1"
"percent_occluded_wait" "10"
"percent_occluded_cover" "30"
"percent_occluded_walk" "10"
"percent_occluded_flank" "20"
"percent_occluded_chase" "30"
"allow_kick_hint_use" "1"
"targetname" "fleshpile1"
"NPCType" "npc_VTzimisceRunner"
"Flag_StartDisabled" "0"
"Flag_NPCClip" "0"
"Flag_Fade" "0"
"Flag_InfChild" "1"
"Flag_NoDrop" "1"
"MaxNPCCount" "9999"
"SpawnFrequency" "5"
"MaxLiveChildren" "5"
"Flag_IsGlobalSpawner" "0"
"Flag_UseGlobalSpawnerSettings" "0"
"Flag_ZombieAIType" "0"
"crossfade_skin_time" "2.0"
"combat_start_activity" "-1"
"NPCSquadname" "runners"
"follower_type" "Default"
"origin" "374.434 243.992 -240"
npc_maker_zombie
output: OnSpawnNPC
output: OnNPCDied
output: OnLastNPCDied
output: OnDialogBegin
output: OnDialogEnd
output: OnInterestingPlaceArrived
output: OnInterestingPlaceLeft
output: OnUnknownVisionPlayer
output: OnStateFleeing
output: OnIncapacitatedStart
output: OnIncapacitatedEnd
output: OnDamaged
output: OnDeath
output: OnHalfHealth
output: OnFoundEnemy
output: OnLostEnemyLOS
output: OnLostEnemy
output: OnFoundPlayer
output: OnLostPlayerLOS
output: OnLostPlayer
output: OnHearWorld
output: OnHearPlayer
output: OnHearCombat
output: OnGrappleBegin
output: OnGrappleEnd
output: OnFedUponBegin
output: OnFedUponEnd
output: OnSellWeapon
output: OnBarterClose
output: OnLinearMoveDone
output: OnAngularMoveDone
input: Spawn
input: Enable
input: Disable
input: Toggle
input: pl_investigate
input: pl_criminal_flee
input: pl_criminal_attack
input: pl_supernatural_flee
input: pl_supernatural_attack
input: WalkToNode
input: TweakParam
input: SetupPatrolType
input: FollowPatrolPath
input: ClearPatrolPath
input: StartPlayerDialog
input: StartPlayerDialogRemote
input: StartPlayerDialogUnforced
input: FleeAndDie
input: Faint
input: DisableThink
input: TeleportToEntity
input: TakeDamage
input: MakeInvincible
input: UseInteresting
input: SetInvestigateMode
input: SetInvestigateModeCombat
input: SetSpeechVolume
input: PlayDialogFile
input: AllowAlertLookaround
input: StayEntrenched
input: AllowKickHintUse
input: SetScriptedDiscipline
input: SetBloodShieldDiscipline
input: SetFollowerBoss
input: SetFollowerType
input: SetFallToGround
input: ChangeSchedule
input: SetDontFacePlayerInDialog
input: SetBossMonster
input: AllowOpenDoors
input: SetMovementMultiplier
input: SetDefaultDialogCamera
input: SetRelationship
input: HumanityAdd
input: Bloodloss
input: Bloodgain
input: ClearActiveDisciplines
input: physdamagescale
input: Inventory_Remove
input: MoneyAdd
input: MoneyRemove
input: BarterBegin
input: BarterEnd
input: BloodHeal
input: FrenzyCheck
input: FrenzyTrigger
input: HungerCheck
input: FrenzyUpdate
input: PlayFloat
input: WillTalk
input: ChangeMasqueradeLevel
input: FadeHeadAsCameraTarget
input: FadeBodyAsCameraTarget
input: SetHeadAsCameraTarget
input: SetBodyAsCameraTarget
input: LookAtEntityEye
input: LookAtEntityCenter
input: LookAtEntityOrigin
input: LookAtEntityDefault
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
"classname" "npc_maker_zombie"
"targetname" "zombie_gate_2"
"angles" "0 171.5 0"
"renderfx" "0"
"rendermode" "0"
"renderamt" "255"
"rendercolor" "255 255 255"
"disableshadows" "1"
"disablereceiveshadows" "0"
"squadname" "zombie_squad_male"
"interesting_place_groups" "19"
"physdamagescale" "1.0"
"npc_perception" "3"
"vision" "-1"
"hearing" "-1.00"
"default_disposition" "Neutral"
"default_camera" "DialogDefault"
"model" "models/character/monster/undead/Female2/undead_Female2.mdl"
"demo_sequence" "None"
"skin" "0"
"npc_transparent" "1"
"skincolor" "0 0 0 0"
"haircolor" "0 0 0 0"
"clothescolor1" "0 0 0 0"
"clothescolor2" "0 0 0 0"
"trimcolor" "0 0 0 0"
"additionalequipment" "item_w_fists"
"stattemplate" "Zombie"
"player_reaction" "D_HT 0"
"use_interesting" "1"
"investigate_mode" "4"
"investigate_mode_combat" "4"
"bright_route_penalty" "0"
"pl_investigate" "-1"
"pl_criminal_flee" "-1"
"pl_criminal_attack" "-1"
"pl_supernatural_flee" "-1"
"pl_supernatural_attack" "-1"
"percent_occluded_wait" "10"
"percent_occluded_cover" "30"
"percent_occluded_walk" "10"
"percent_occluded_flank" "20"
"percent_occluded_chase" "30"
"allow_alert_lookaround" "0"
"stay_entrenched" "0"
"allow_kick_hint_use" "1"
"floatfreq" "5"
"NPCType" "npc_VZombie"
"NPCTargetname" "zombie"
"NPCSquadname" "zombie_squad_male"
"Flag_StartDisabled" "1"
"Flag_NPCClip" "0"
"Flag_Fade" "0"
"Flag_InfChild" "0"
"Flag_NoDrop" "0"
"MaxNPCCount" "8"
"SpawnFrequency" "5"
"MaxLiveChildren" "2"
"Flag_ZombieAIType" "2"
"spawnflags" "4"
"hint_groups" "1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16â€
"crossfade_skin_time" "2.0"
"combat_start_activity" "-1"
"remove_distance" "3000"
"invincible" "0"
"full_investigate" "0"
"cantdropweapons" "0"
"teleport_move_timer" "0"
"should_ragdoll" "1"
"follower_type" "Default"
"origin" "2171.13 -1624.19 -107.896"
npc_payphone
output: OnDialogBegin
output: OnDialogEnd
output: OnInterestingPlaceArrived
output: OnInterestingPlaceLeft
output: OnUnknownVisionPlayer
output: OnStateFleeing
output: OnIncapacitatedStart
output: OnIncapacitatedEnd
output: OnDamaged
output: OnDeath
output: OnHalfHealth
output: OnFoundEnemy
output: OnLostEnemyLOS
output: OnLostEnemy
output: OnFoundPlayer
output: OnLostPlayerLOS
output: OnLostPlayer
output: OnHearWorld
output: OnHearPlayer
output: OnHearCombat
output: OnGrappleBegin
output: OnGrappleEnd
output: OnFedUponBegin
output: OnFedUponEnd
output: OnSellWeapon
output: OnBarterClose
output: OnLinearMoveDone
output: OnAngularMoveDone
input: pl_investigate
input: pl_criminal_flee
input: pl_criminal_attack
input: pl_supernatural_flee
input: pl_supernatural_attack
input: WalkToNode
input: TweakParam
input: SetupPatrolType
input: FollowPatrolPath
input: ClearPatrolPath
input: StartPlayerDialog
input: StartPlayerDialogRemote
input: StartPlayerDialogUnforced
input: FleeAndDie
input: Faint
input: DisableThink
input: TeleportToEntity
input: TakeDamage
input: MakeInvincible
input: UseInteresting
input: SetInvestigateMode
input: SetInvestigateModeCombat
input: SetSpeechVolume
input: PlayDialogFile
input: AllowAlertLookaround
input: StayEntrenched
input: AllowKickHintUse
input: SetScriptedDiscipline
input: SetBloodShieldDiscipline
input: SetFollowerBoss
input: SetFollowerType
input: SetFallToGround
input: ChangeSchedule
input: SetDontFacePlayerInDialog
input: SetBossMonster
input: AllowOpenDoors
input: SetMovementMultiplier
input: SetDefaultDialogCamera
input: SetRelationship
input: HumanityAdd
input: Bloodloss
input: Bloodgain
input: ClearActiveDisciplines
input: physdamagescale
input: Inventory_Remove
input: MoneyAdd
input: MoneyRemove
input: BarterBegin
input: BarterEnd
input: BloodHeal
input: FrenzyCheck
input: FrenzyTrigger
input: HungerCheck
input: FrenzyUpdate
input: PlayFloat
input: WillTalk
input: ChangeMasqueradeLevel
input: FadeHeadAsCameraTarget
input: FadeBodyAsCameraTarget
input: SetHeadAsCameraTarget
input: SetBodyAsCameraTarget
input: LookAtEntityEye
input: LookAtEntityCenter
input: LookAtEntityOrigin
input: LookAtEntityDefault
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
"model" "models/scenery/street/payphone/payphonereceiver.mdl"
"angles" "0 135 0"
"skin" "0"
"disableshadows" "1"
"StartHidden" "0"
"renderfx" "0"
"rendermode" "0"
"renderamt" "255"
"rendercolor" "255 255 255"
"disablereceiveshadows" "0"
"physdamagescale" "1.0"
"npc_perception" "3"
"vision" "-1"
"hearing" "-1.00"
"default_disposition" "Neutral"
"default_camera" "DialogDefault"
"demo_sequence" "None"
"crossfade_skin_time" "2.0"
"npc_transparent" "1"
"skincolor" "0 0 0 0"
"haircolor" "0 0 0 0"
"clothescolor1" "0 0 0 0"
"clothescolor2" "0 0 0 0"
"trimcolor" "0 0 0 0"
"stattemplate" "NPCGeneric"
"player_reaction" "D_NU 0"
"invincible" "0"
"interesting_place_groups" "0"
"use_interesting" "0"
"hint_groups" "1 2 3 4 5 6 7 8 9 10 11 12 13 14â€
"investigate_mode" "4"
"investigate_mode_combat" "4"
"full_investigate" "0"
"bright_route_penalty" "0"
"pl_investigate" "-1"
"pl_criminal_flee" "-1"
"pl_criminal_attack" "-1"
"pl_supernatural_flee" "-1"
"pl_supernatural_attack" "-1"
"percent_occluded_wait" "10"
"percent_occluded_cover" "30"
"percent_occluded_walk" "10"
"percent_occluded_flank" "20"
"percent_occluded_chase" "30"
"allow_alert_lookaround" "0"
"stay_entrenched" "0"
"allow_kick_hint_use" "1"
"dialogname" "dlg/Hollywood/Anoncaller.dlg"
"floatfreq" "0"
"combat_start_activity" "-1"
"spawnflags" "12"
"targetname" "Anoncaller"
"follower_type" "Default"
"OnDialogEnd" ",,,0,-1,AnonCallerDialogEnd(),"
"OnDialogBegin" "timer_anoncaller,Disable,,0,-1,,"
"OnDialogBegin" "sound_anoncaller,StopSound,,0,-1,,"
"origin" "-239.508 -442.292 -114"
PHYSICAL)
phys_animlink
phys_ballsocket
output: OnBreak
input: Break
input: ConstraintBroken
input: TurnOn
input: TurnOff
phys_constraint
output: OnBreak
input: Break
input: ConstraintBroken
input: TurnOn
input: TurnOff
output: OnConvert
input: ConvertTarget
"targetname" "studiodoor2-phys_convert"
"target" "room2door"
"makedebris" "1"
"origin" "59.3695 6.6373 361"
phys_hinge
output: OnBreak
input: Break
input: ConstraintBroken
input: TurnOn
input: TurnOff
phys_thruster
POINT)
point_camera
input: FollowEntity
"targetname" "point_cam1"
"angles" "0 0 0"
"FOV" "90"
"look_dest" "300 560 -60"
"origin" "473.208 584.494 15.9093"
point_explosion
input: Explode
point_target
"targetname" "cat_target"
"angles" "0 225 0"
"StartHidden" "1"
"origin" "122 -122 43"
point_teleport
input: Teleport
PROPS)
prop_button
output: OnPressed
output: OnPressedLocked
output: OnSetState1
output: OnSetState2
output: OnSetState3
output: OnSetState4
output: OnSetState5
output: OnSetState6
output: OnSetState7
output: OnSetState8
output: OnLinearMoveDone
output: OnAngularMoveDone
input: Lock
input: Unlock
input: ToggleLock
input: Use
input: SetState
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
prop_clockhand
output: OnLinearMoveDone
output: OnAngularMoveDone
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
prop_destructable
output: OnBreakLevel1
output: OnBreakLevel2
output: OnBreakLevel3
output: OnBreakLevel4
output: OnBreakLevel5
output: OnBreakLevel6
output: OnBreakLevel7
output: OnBreakLevel8
output: OnBreakLastLevel
output: OnBreak
output: OnHealthChanged
output: OnLinearMoveDone
output: OnAngularMoveDone
input: RemoveHealth
input: SetToDamageLevel
input: PlayAnimation
input: physdamagescale
input: Break
input: SetHealth
input: AddHealth
input: RemoveHealth
input: FadeOutKill
input: SetDebris
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
prop_doorknob
output: OnSkillSuccess
output: OnSkillFail
output: OnSkillBotch
output: OnSkillAttemptBegin
output: OnSkillAttemptCycle
output: OnBreak
output: OnHealthChanged
output: OnLinearMoveDone
output: OnAngularMoveDone
input: Lock
input: Unlock
input: Use
input: ResetDifficulty
input: physdamagescale
input: Break
input: SetHealth
input: AddHealth
input: RemoveHealth
input: FadeOutKill
input: SetDebris
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
prop_doorknob_electronic
output: OnSkillSuccess
output: OnSkillFail
output: OnSkillBotch
output: OnSkillAttemptBegin
output: OnSkillAttemptCycle
output: OnBreak
output: OnHealthChanged
output: OnLinearMoveDone
output: OnAngularMoveDone
input: Lock
input: Unlock
input: Use
input: ResetDifficulty
input: physdamagescale
input: Break
input: SetHealth
input: AddHealth
input: RemoveHealth
input: FadeOutKill
input: SetDebris
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
"classname" "prop_doorknob_electronic"
"angles" "0 270 0"
"difficulty" "1"
"delete_key" "1"
"model" "models/scenery/structural/doorknoba/drknobantique.mdl"
"targetname" "theater_lock_right"
"parentname" "theater_door_right"
"key_name" "item_k_chinese_theatre_key"
"locksnd" "environmental/electronic/button_click_1.wav"
"StartHidden" "0"
"use_icon" "10"
"locked_icon" "3"
"key_icon" "4"
"origin" "-2786 -1537 -63"
prop_dynamic
output: OnAnimationBegun
output: OnAnimationDone
output: OnAnimationLoop
output: OnBreak
output: OnHealthChanged
output: OnLinearMoveDone
output: OnAngularMoveDone
input: SetAnimation
input: SetSkin
input: physdamagescale
input: Break
input: SetHealth
input: AddHealth
input: RemoveHealth
input: FadeOutKill
input: SetDebris
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
prop_dynamic_ornament
output: OnAnimationBegun
output: OnAnimationDone
output: OnAnimationLoop
output: OnBreak
output: OnHealthChanged
output: OnLinearMoveDone
output: OnAngularMoveDone
input: SetAttached
input: Detach
input: SetAnimation
input: SetSkin
input: physdamagescale
input: Break
input: SetHealth
input: AddHealth
input: RemoveHealth
input: FadeOutKill
input: SetDebris
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
"targetname" "stake"
"angles" "0 0 0"
"collideable_gibs" "0"
"health" "0"
"demo_sequence" "None"
"skin" "0"
"crossfade_skin_time" "2.0"
"disableshadows" "1"
"npc_transparent" "1"
"solid" "6"
"RandomAnimation" "0"
"MinAnimTime" "5"
"MaxAnimTime" "10"
"model" "models/cinematic/Hollywood/Asphole/stake.mdl"
"StartHidden" "1"
"parentname" "Hunter"
"InitialOwner" "Hunter"
"spawnflags" "0"
"origin" "-231 667 0"
prop_hacking
output: OnTrigger0
output: OnTrigger1
output: OnTrigger2
output: OnTrigger3
output: OnTrigger4
output: OnTrigger5
output: OnTrigger6
output: OnTrigger7
output: OnSkillSuccess
output: OnSkillFail
output: OnSkillBotch
output: OnSkillAttemptBegin
output: OnSkillAttemptCycle
output: OnBreak
output: OnHealthChanged
output: OnLinearMoveDone
output: OnAngularMoveDone
input: Enable
input: Disable
input: ResetDifficulty
input: physdamagescale
input: Break
input: SetHealth
input: AddHealth
input: RemoveHealth
input: FadeOutKill
input: SetDebris
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
"model" "models/scenery/furniture/computer/monitor_useable.mdl"
"angles" "0 165 0"
"difficulty" "3"
"skilltype" "2"
"diceroll" "1"
"start_enabled" "1"
"textcolumns" "36"
"textrows" "24"
"ss_delay" "1.5"
"ss_start" "5.0"
"spawnflags" "0"
"hack_file" "vdata/HackTerminals/shrekhub3_metalop.txt"
"soundgroup" "old_computer"
"OnTrigger2" ",,,0,-1,G.Shubs_Act = 3,"
"OnTrigger0" "safe_lock,Unlock,,0,-1,,"
"OnTrigger1" "safe_lock,Lock,,0,-1,,"
"origin" "232.572 1178.21 35"
prop_haunted
output: OnFling
output: OnBeginShake
output: OnEndShake
output: OnBreak
output: OnHealthChanged
output: OnLinearMoveDone
output: OnAngularMoveDone
input: FlingNow
input: StopShaking
input: StartShaking
input: ShakeAndFling
input: physdamagescale
input: Break
input: SetHealth
input: AddHealth
input: RemoveHealth
input: FadeOutKill
input: SetDebris
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
prop_keypad
output: OnCorrectPassword
output: OnIncorrectPassword
output: OnSkillSuccess
output: OnSkillFail
output: OnSkillBotch
output: OnSkillAttemptBegin
output: OnSkillAttemptCycle
output: OnBreak
output: OnHealthChanged
output: OnLinearMoveDone
output: OnAngularMoveDone
input: Enable
input: Disable
input: ResetDifficulty
input: physdamagescale
input: Break
input: SetHealth
input: AddHealth
input: RemoveHealth
input: FadeOutKill
input: SetDebris
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
output: OnLinearMoveDone
output: OnAngularMoveDone
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
prop_mover (beachhouse)
output: OnLinearMoveDone
output: OnAngularMoveDone
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
prop_padlock
output: OnSkillSuccess
output: OnSkillFail
output: OnSkillBotch
output: OnSkillAttemptBegin
output: OnSkillAttemptCycle
output: OnBreak
output: OnHealthChanged
output: OnLinearMoveDone
output: OnAngularMoveDone
input: Lock
input: Unlock
input: Use
input: ResetDifficulty
input: physdamagescale
input: Break
input: SetHealth
input: AddHealth
input: RemoveHealth
input: FadeOutKill
input: SetDebris
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
prop_physics
output: OnBreak
output: OnHealthChanged
output: OnLinearMoveDone
output: OnAngularMoveDone
input: Wake
input: SetCausesImpactDamage
input: physdamagescale
input: Break
input: SetHealth
input: AddHealth
input: RemoveHealth
input: FadeOutKill
input: SetDebris
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
"model" "models/scenery/furniture/file_cabinet/file_cabinet_ruin.mdl"
"angles" "0 0 0"
"skin" "0"
"disableshadows" "1"
"health" "0"
"ExplodeDamage" "0"
"ExplodeRadius" "0"
"physdamagescale" "0.1"
"demo_sequence" "None"
"npc_transparent" "1"
"override_mass" "-1"
"crossfade_skin_time" "2.0"
"origin" "-1048 884 240.384"
prop_physics_contested
output: OnBreakConstraint
output: OnBreak
output: OnHealthChanged
output: OnLinearMoveDone
output: OnAngularMoveDone
input: Wake
input: SetCausesImpactDamage
input: physdamagescale
input: Break
input: SetHealth
input: AddHealth
input: RemoveHealth
input: FadeOutKill
input: SetDebris
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
prop_radio
output: OnLinearMoveDone
output: OnAngularMoveDone
input: Activate
input: Deactivate
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
"classname" "prop_radio"
"radius" "800.0"
"angles" "0 228.5 0"
"volume" "1.0"
"model" "models/scenery/misc/GehtoBlaster1/GehtoBlaster1.mdl"
"spawnflags" "1"
"targetname" "Radio1"
"origin" "220 -406 40"
prop_ragdoll
output: OnLinearMoveDone
output: OnAngularMoveDone
input: physdamagescale
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
prop_sign
output: OnReadBegin
output: OnReadEnd
output: OnLinearMoveDone
output: OnAngularMoveDone
input: ChangeFile
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
"StartHidden" "0"
"angles" "85.5 270 -90"
"demo_sequence" "None"
"skin" "0"
"disableshadows" "1"
"npc_transparent" "1"
"model" "models/items/LinedPaper/Ground/LinedPaper.mdl"
"definition_file" "vdata/Signs/Sinbin_Note.txt"
"crossfade_skin_time" "2.0"
"use_icon" "18"
"origin" "107 487 -112.143"
output: OnSlashed
output: OnLinearMoveDone
output: OnAngularMoveDone
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
prop_switch
output: OnActivate
output: OnDeactivate
output: OnUse
output: OnLockedUse
output: OnLinearMoveDone
output: OnAngularMoveDone
input: Toggle
input: Lock
input: Unlock
input: Activate
input: Deactivate
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
TRIGGERS)
trigger_autosave
output: OnStartTouch
output: OnEndTouch
output: OnLinearMoveDone
output: OnAngularMoveDone
input: Enable
input: Disable
input: Toggle
input: ToggleFlagClient
input: ToggleFlagNPC
input: EnableFlagClient
input: EnableFlagNPC
input: DisableFlagClient
input: DisableFlagNPC
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
trigger_bomb_site
output: OnBombPlaced
output: OnBombDefused
output: OnStartTouch
output: OnEndTouch
output: OnLinearMoveDone
output: OnAngularMoveDone
input: Enable
input: Disable
input: Toggle
input: ToggleFlagClient
input: ToggleFlagNPC
input: EnableFlagClient
input: EnableFlagNPC
input: DisableFlagClient
input: DisableFlagNPC
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
trigger_changelevel
output: OnChangeLevel
output: OnStartTouch
output: OnEndTouch
output: OnLinearMoveDone
output: OnAngularMoveDone
input: ChangeNow
input: Enable
input: Disable
input: Toggle
input: ToggleFlagClient
input: ToggleFlagNPC
input: EnableFlagClient
input: EnableFlagNPC
input: DisableFlagClient
input: DisableFlagNPC
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
"model" "*32"
"map" "hw_redspot_1"
"landmark" "redspot2"
"targetname" "RedSpotTeleport2"
"spawnflags" "2"
"origin" "-734.5 -165.5 -58"
"OnChangeLevel" "patrol_cop_*,ClearPatrolPath,,0,-1,,"
"OnChangeLevel" ",,,0,-1,unfinishedHo(),"
"OnChangeLevel" "logic_sam_masq,Trigger,,0,-1,,"
trigger_checkvolume
output: OnEntityInVolume
output: OnStartTouch
output: OnEndTouch
output: OnLinearMoveDone
output: OnAngularMoveDone
input: CheckNow
input: Enable
input: Disable
input: Toggle
input: ToggleFlagClient
input: ToggleFlagNPC
input: EnableFlagClient
input: EnableFlagNPC
input: DisableFlagClient
input: DisableFlagNPC
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
trigger_discipline_context
output: OnStartTouch
output: OnEndTouch
output: OnLinearMoveDone
output: OnAngularMoveDone
input: Enable
input: Disable
input: Toggle
input: ToggleFlagClient
input: ToggleFlagNPC
input: EnableFlagClient
input: EnableFlagNPC
input: DisableFlagClient
input: DisableFlagNPC
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
trigger_electric_bugaloo
output: OnStartTouch
output: OnEndTouch
output: OnLinearMoveDone
output: OnAngularMoveDone
input: Enable
input: Disable
input: Toggle
input: ToggleFlagClient
input: ToggleFlagNPC
input: EnableFlagClient
input: EnableFlagNPC
input: DisableFlagClient
input: DisableFlagNPC
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
"model" "*21"
"StartDisabled" "0"
"spawnflags" "1"
"origin" "78 686 36"
"targetname" "player_dance_trigger"
"OnUseEnd" "dance_spot,Enable,,0,-1,,"
"OnUseEnd" "dance_spot_player,Disable,,0,-1,,"
"OnUseBegin" "dance_spot_player,Enable,,0,-1,,"
"OnUseBegin" "dance_spot,Disable,,0,-1,,"
trigger_environmental_audio
output: OnStartTouch
output: OnEndTouch
output: OnLinearMoveDone
output: OnAngularMoveDone
input: Enable
input: Disable
input: Toggle
input: ToggleFlagClient
input: ToggleFlagNPC
input: EnableFlagClient
input: EnableFlagNPC
input: DisableFlagClient
input: DisableFlagNPC
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
"model" "*40"
"StartDisabled" "0"
"room_type" "6"
"spawnflags" "1"
"origin" "-1918 -711.5 -286.5"
trigger_hurt
output: OnHurt
output: OnHurtPlayer
output: OnStartTouch
output: OnEndTouch
output: OnLinearMoveDone
output: OnAngularMoveDone
input: HurtNow
input: SetDamage
input: Enable
input: Disable
input: Toggle
input: ToggleFlagClient
input: ToggleFlagNPC
input: EnableFlagClient
input: EnableFlagNPC
input: DisableFlagClient
input: DisableFlagNPC
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
"model" "*41"
"classname" "trigger_hurt"
"targetname" "Blade_L1_Hurt"
"StartDisabled" "0"
"damage" "30"
"damagetype" "0"
"damagevelocitymag" "10"
"damagevelocitydir" "0"
"spawnflags" "3"
"origin" "-830 919.67 58"
"damagevelocitypos" "-830.11 927.67 58"
"parentname" "Blade_L1_Rotater"
trigger_impact
output: ImpactForce
output: OnTrigger
output: OnStartTouch
output: OnEndTouch
output: OnLinearMoveDone
output: OnAngularMoveDone
input: Impact
input: SetMagnitude
input: Enable
input: Disable
input: Toggle
input: ToggleFlagClient
input: ToggleFlagNPC
input: EnableFlagClient
input: EnableFlagNPC
input: DisableFlagClient
input: DisableFlagNPC
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
trigger_inventory_check
output: OnPlayerHasItem
output: OnStartTouch
output: OnEndTouch
output: OnLinearMoveDone
output: OnAngularMoveDone
input: Enable
input: Disable
input: Toggle
input: ToggleFlagClient
input: ToggleFlagNPC
input: EnableFlagClient
input: EnableFlagNPC
input: DisableFlagClient
input: DisableFlagNPC
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
trigger_look
output: OnTrigger
output: OnStartTouch
output: OnEndTouch
output: OnLinearMoveDone
output: OnAngularMoveDone
input: FieldOfView
input: LookTime
input: Enable
input: Disable
input: Toggle
input: ToggleFlagClient
input: ToggleFlagNPC
input: EnableFlagClient
input: EnableFlagNPC
input: DisableFlagClient
input: DisableFlagNPC
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
"model" "*30"
"LookTime" "0.5"
"FieldOfView" "0.9"
"spawnflags" "129"
"origin" "-248 -729.5 -434"
"target" "point_3"
"targetname" "trig_3"
"OnTrigger" "logic_vision_2,Trigger,,0,-1,,"
"OnTrigger" "hunter_2,SetRelationship,Ash D_HT 5,0.5,-1,,"
"OnTrigger" "hunter_2_vision,SetRelationship,Ash D_HT 5,0.5,-1,,"
"OnTrigger" "hunter_2_vision,ScriptUnhide,,0.2,-1,,"
"OnStartTouch" "Ash,SetFollowerType,CombatNonCombatant,0,-1,,"
"OnTrigger" "trig_3,Kill,,0.5,-1,,"
"OnTrigger" "npc_cam_2,ScriptUnhide,,0,-1,,"
"OnTrigger" "hunter_2,ScriptUnhide,,0,-1,,"
trigger_multiple
output: OnTrigger
output: OnStartTouch
output: OnEndTouch
output: OnLinearMoveDone
output: OnAngularMoveDone
input: Enable
input: Disable
input: Toggle
input: ToggleFlagClient
input: ToggleFlagNPC
input: EnableFlagClient
input: EnableFlagNPC
input: DisableFlagClient
input: DisableFlagNPC
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
"model" "*6"
"targetname" "teleport_trigger"
"StartHidden" "1"
"StartDisabled" "0"
"wait" "1"
"spawnflags" "1"
"origin" "0 0 60.5"
"filtername" "prostitute_filter"
"OnTrigger" "temple_arena_transition,ChangeNow,,0,-1,,"
"OnStartTouch" "sound_cenertery,FadeOut,5,0,-1,,"
"OnStartTouch" "sound_Hollow,FadeIn,5,0,-1,,"
"OnEndTouch" "sound_Hollow,FadeOut,5,0,-1,,"
"OnEndTouch" "sound_cenertery,FadeIn,5,0,-1,,"
trigger_once
output: OnTrigger
output: OnStartTouch
output: OnEndTouch
output: OnLinearMoveDone
output: OnAngularMoveDone
input: Enable
input: Disable
input: Toggle
input: ToggleFlagClient
input: ToggleFlagNPC
input: EnableFlagClient
input: EnableFlagNPC
input: DisableFlagClient
input: DisableFlagNPC
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
"model" "*36"
"spawnflags" "1"
"origin" "697.5 1301.5 -76.14"
"targetname" "trig_bob_look"
"OnStartTouch" "logic_bobunderstairs,Trigger,,0,-1,,"
trigger_player_activity_level
output: OnStartTouch
output: OnEndTouch
output: OnLinearMoveDone
output: OnAngularMoveDone
input: SetSupernaturalLevel
input: SetCriminalLevel
input: SetInvestigateLevel
input: Enable
input: Disable
input: Toggle
input: ToggleFlagClient
input: ToggleFlagNPC
input: EnableFlagClient
input: EnableFlagNPC
input: DisableFlagClient
input: DisableFlagNPC
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
trigger_push
output: OnStartTouch
output: OnEndTouch
output: OnLinearMoveDone
output: OnAngularMoveDone
output: OnUseBegin
output: OnUseEnd
input: SetSpeed
input: SetTargetSpeed
input: SetAcceleration
input: accel
input: Enable
input: Disable
input: Toggle
input: ToggleFlagClient
input: ToggleFlagNPC
input: EnableFlagClient
input: EnableFlagNPC
input: DisableFlagClient
input: DisableFlagNPC
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
trigger_small_hull
output: OnStartTouch
output: OnEndTouch
output: OnLinearMoveDone
output: OnAngularMoveDone
input: Enable
input: Disable
input: Toggle
input: ToggleFlagClient
input: ToggleFlagNPC
input: EnableFlagClient
input: EnableFlagNPC
input: DisableFlagClient
input: DisableFlagNPC
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
"model" "*32"
"StartDisabled" "0"
"spawnflags" "1"
"origin" "-431 -182.5 239"
trigger_stealth_mod
output: OnStartTouch
output: OnEndTouch
output: OnLinearMoveDone
output: OnAngularMoveDone
input: Enable
input: Disable
input: Toggle
input: ToggleFlagClient
input: ToggleFlagNPC
input: EnableFlagClient
input: EnableFlagNPC
input: DisableFlagClient
input: DisableFlagNPC
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
"model" "*8"
"StartDisabled" "0"
"stealth_modifier" "5"
"spawnflags" "1"
"origin" "135 1119.5 -67"
trigger_teleport
output: OnStartTouch
output: OnEndTouch
output: OnLinearMoveDone
output: OnAngularMoveDone
input: Enable
input: Disable
input: Toggle
input: ToggleFlagClient
input: ToggleFlagNPC
input: EnableFlagClient
input: EnableFlagNPC
input: DisableFlagClient
input: DisableFlagNPC
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
trigger_werewolf_zone
output: OnStartTouch
output: OnEndTouch
output: OnLinearMoveDone
output: OnAngularMoveDone
input: Enable
input: Disable
input: Toggle
input: ToggleFlagClient
input: ToggleFlagNPC
input: EnableFlagClient
input: EnableFlagNPC
input: DisableFlagClient
input: DisableFlagNPC
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
MISC)
infodecal
"texture" "decals/pictures/loft010"
"origin" "-252 -8.61783 162.047"
keyframe_rope
EVENTS:
METHODS:
input: SetScrollSpeed
input: SetForce
input: Break
PROPERTIES (ex):
"MoveSpeed" "64"
"Slack" "25"
"Type" "0"
"Subdiv" "2"
"Barbed" "0"
"Width" "2"
"TextureScale" "1"
"Collide" "0"
"Dangling" "0"
"Breakable" "0"
"RopeMaterial" "cable/cable"
"angles" "0 0 0"
"targetname" "light8"
"MoveTime" "1"
"origin" "-1008 236 453"
math_counter
output: OutValue
output: OnHitMin
output: OnHitMax
input: Add
input: Divide
input: Multiply
input: SetValue
input: Subtract
"classname" "math_counter"
"startvalue" "0" *if max, counts down. If in, counts up
"min" "0"
"max" "7"
"targetname" "tong_counter"
"OnHitMin" "slide_door_1,Open,,2,-1,,"
"OnHitMin" "slide_door_2,Open,,1,-1,,"
"OnHitMin" "slide_door_3,Open,,3,-1,,"
"OnHitMin" "Tong_Wave2_*,ScriptUnhide,,1,-1,npcTongWave2HateZhao(),"
"OnHitMax" "pc,ClearDialogCombatTimers,,0,-1,,"
"origin" "-928.825 838.767 249"
move_rope
input: SetScrollSpeed
input: SetForce
input: Break
"MoveSpeed" "64"
"PositionInterpolator" "0"
"Slack" "25"
"Type" "0"
"Subdiv" "2"
"Barbed" "0"
"Width" "2"
"TextureScale" "1"
"Collide" "0"
"Dangling" "0"
"Breakable" "0"
"RopeMaterial" "cable/cable"
"NextKey" "light8"
"MoveTime" "0.671875"
"origin" "-1008 236 496"
mover_keyframe
output: OnReached
"targetname" "t5"
"NextKey" "t1"
"origin" "6304 1136 -295"
params_explosion : fishmarket
"classname" "params_explosion"
"angles" "0 0 0"
"dl_color" "255 128 64"
"dl_radius" "500"
"dl_time" "2"
"dl_decay" "1500"
"dl_exponent" "0"
"dmg_amount" "5"
"dmg_radius" "500"
"damage_players" "1"
"damage_npcs" "0"
"damage_breakables" "1"
"shk_amp" "4"
"shk_freq" "0"
"shk_dur" "0"
"shk_radius" "0"
"shk_inair" "1"
"particle" "particles/C_Theater_Collum_Emitter.txt"
"snd_name" "Epic/Explosion8.wav"
"snd_dist" "1500"
"snd_pitch_min" "98"
"snd_pitch_max" "105"
"spawnflags" "111"
"targetname" "break_wall_particles"
"origin" "484 684.159 -308"
params_particle
scripted_sequence
output: OnBeginSequence
output: OnEndSequence
output: OnScriptEvent01
output: OnScriptEvent02
output: OnScriptEvent03
output: OnScriptEvent04
output: OnScriptEvent05
output: OnScriptEvent06
output: OnScriptEvent07
output: OnScriptEvent08
output: OnDamaged
output: OnDeath
output: OnHalfHealth
output: OnFoundEnemy
output: OnLostEnemyLOS
output: OnLostEnemy
output: OnFoundPlayer
output: OnLostPlayerLOS
output: OnLostPlayer
output: OnHearWorld
output: OnHearPlayer
output: OnHearCombat
output: OnGrappleBegin
output: OnGrappleEnd
output: OnFedUponBegin
output: OnFedUponEnd
output: OnSellWeapon
output: OnBarterClose
output: OnLinearMoveDone
output: OnAngularMoveDone
input: MoveToPosition
input: BeginSequence
input: CancelSequence
input: SetRelationship
input: HumanityAdd
input: Bloodloss
input: Bloodgain
input: ClearActiveDisciplines
input: physdamagescale
input: Inventory_Remove
input: MoneyAdd
input: MoneyRemove
input: BarterBegin
input: BarterEnd
input: BloodHeal
input: FrenzyCheck
input: FrenzyTrigger
input: HungerCheck
input: FrenzyUpdate
input: PlayFloat
input: WillTalk
input: ChangeMasqueradeLevel
input: FadeHeadAsCameraTarget
input: FadeBodyAsCameraTarget
input: SetHeadAsCameraTarget
input: SetBodyAsCameraTarget
input: LookAtEntityEye
input: LookAtEntityCenter
input: LookAtEntityOrigin
input: LookAtEntityDefault
input: skin
input: SetBodygroup
input: SetSkinFadeTime
input: FadeToSkin
input: SpawnTempParticle
input: MoveToDest
input: MoveToHome
input: RotateToDest
input: RotateToHome
"m_flRadius" "512"
"m_flRepeat" "0"
"m_fMoveTo" "2"
"angles" "0 0 0"
"m_iszEntity" "romero"
"targetname" "romero_zombie_shot_1"
"spawnflags" "4704"
"StartHidden" "0"
"m_iszPlay" "m37_attack"
"m_iszNextScript" "romero_zombie_shot_2"
"OnBeginSequence" "ss_zombie_1,ScriptUnhide,,0,-1,,"
"OnBeginSequence" "ss_zombie_2,ScriptUnhide,,0,-1,,"
"OnBeginSequence" "ss_zombie_3,ScriptUnhide,,0,-1,,"
"OnEndSequence" "ss_zombie_1,TakeDamage,500,0,-1,,"
"OnEndSequence" ",,,0,-1,leaveCemetery(),"
"origin" "1554 -1165 -109"
Unrecognized:
npc_BaseVampAI (JunkYard)npc_maker
ent_angl ??
worldspawn <- dont touch
z ??
point_stop_sign ???
===================================
How do I figure out what functions I can call on entities?
===================================
Examples :
ent_info npc_VDialogPedestrian
ent_info npc_VPedestrian
ent_info npc_VVampire
------------------------------------------------------------------------
-------
H. > > > > Animations
------------------------------------------------------------------------
-------
animal_feed.mdl
- rat_feed_attacker_release
- rat_feed_attacker_loop
- rat_feed_attacker_engage
baseball.mdl
- baseballbat_attack_med
- baseballbat_attack_lowcombo
- baseballbat_attack_low
- baseballbat_attack_farcombo
- baseballbat_attack_far
- baseballbat_attack_jumpcombo
- baseballbat_attack_jump
- baseballbat_attack_heavy
- baseballbat_attack_heavy_a
- baseballbat_attack_dodge
- baseballbat_attack_idle
- baseballbat_attack_fidget
- baseballbat_attack_air
- baseballbat_attack_W1
- baseballbat_attack_W2
- baseballbat_attack_W3
- baseballbat_attack_Center1
- baseballbat_attack_Center2
- baseballbat_attack_A1
- baseballbat_attack_A2
- baseballbat_attack_W2a
- baseballbat_block
- baseballbat_block_heavy
- baseballbat_preblock
- baseballbat_blocked_reaction_left
- baseballbat_blocked_reaction_right
- baseballbat_dodge_attack
- baseballbat_hunt_walk
- baseballbat_hunt_walk_lookleft
- baseballbat_hunt_walk_lookright
- baseballbat_alert_fidget_agro_lookaround
- baseballbat_alert_front_into
- baseballbat_alert_l90_into
- baseballbat_alert_r90_into
- baseballbat_alert_front_outof
- baseballbat_alert_l90_outof
- baseballbat_alert_r90_outof
- baseballbat_alert_180_outof
- stealth_success_attacker_shortvictim
- stealth_failure_attacker_shortvictim
- stealth_success_attacker_tallvictim
- stealth_failure_attacker_tallvictim
- stealth_success_victim_shortattacker
- stealth_failure_victim_shortattacker
- stealth_success_victim_tallattacker
- stealth_failure_victim_tallattacker
bushhook.mdl
- bushhook_ready
- bushhook_attack_midright
- bushhook_attack_shortmed
- bushhook_attack_shortmedcombo
- bushhook_attack_SwingRight
- bushhook_attack_SwingRight_2nd
- bushhook_attack_SwingRight_3rd
- bushhook_attack_medcombo
- bushhook_attack_med
- bushhook_attack_lowcombo
- bushhook_attack_low
- bushhook_attack_farcombo
- bushhook_attack_far
- bushhook_attack_jumpcombo
- bushhook_attack_jump
- bushhook_attack_heavy
- bushhook_dodge
- bushhook_idle
- bushhook_fidget
- bushhook_air
- bushhook_attack_W1
- bushhook_attack_W2
- bushhook_block
- bushhook_block_heavy
- bushhook_preblock
- bushhook_blocked_reaction_left
- bushhook_blocked_reaction_right
- bushhook_dodge_attack
- stealth_success_attacker_shortvictim
- stealth_success_attacker_tallvictim
- stealth_failure_attacker
- stealth_success_victim_shortattacker
- stealth_success_victim_tallattacker
- stealth_failure_victim
claws.mdl
- claws_ready
- claws_attack_medcombo
- claws_attack_med
- claws_attack_med_right
- claws_attack_lowcombo
- claws_attack_low
- claws_attack_farcombo
- claws_attack_far
- claws_attack_far_left
- claws_attack_jumpcombo
- claws_attack_jump
- claws_attack_heavy
- claws_dodge
- claws_idle
- claws_fidget
- claws_air
- claws_block
- claws_block_heavy
- claws_preblock
- claws_blocked_reaction_left
- claws_blocked_reaction_right
- claws_dodge_attack
- Claws_hunt_walk
- Claws_hunt_walk_lookleft
- Claws_hunt_walk_lookright
- Claws_alert_fidget_agro_lookaround
- Claws_alert_front_into
- Claws_alert_l90_into
- Claws_alert_r90_into
- Claws_alert_180_into
- Claws_alert_front_outof
- Claws_alert_l90_outof
- Claws_alert_r90_outof
- Claws_alert_180_outof
- stealth_success_attacker_shortvictim
- stealth_success_attacker_tallvictim
- stealth_failure_attacker
- stealth_success_victim_shortattacker
- stealth_success_victim_tallattacker
- stealth_failure_victim
finished_moves.mdl
- Finish_Katana_Victim
- Finish_Katana_Attacker
fists.mdl
- fists_ready
- fists_attack_shortright
- fists_attack_medcombo
- fists_attack_med
- fists_attack_lowcombo
- fists_attack_low
- fists_attack_farcombo
- fists_attack_far
- fists_attack_far_right
- fists_attack_jumpcombo
- fists_attack_jump
- fists_attack_heavy
- fists_attack_heavy_old
- fists_dodge
- fists_attack_right
- fists_attack_Jabright
- kick_short
- kick_long
- fists_attack_Jableft
- fists_attack_longright
- fists_attack_RoundHouse
- Fists_air
- fists_block
- fists_block_heavy
- fists_preblock
- fists_blocked_reaction_left
- fists_blocked_reaction_right
- fists_dodge_attack
- fists_attack_W1
- fists_attack_W2
- fists_hunt_walk
- fists_hunt_walk_lookleft
- fists_hunt_walk_lookright
- fists_alert_fidget_agro_lookaround
- stealth_success_attacker_shortvictim
- stealth_failure_attacker_shortvictim
- stealth_success_attacker_tallvictim
- stealth_failure_attacker_tallvictim
- stealth_success_victim_shortattacker
- stealth_failure_victim_shortattacker
- stealth_success_victim_tallattacker
- stealth_failure_victim_tallattacker
forced_feed.mdl
- feeding_attacker_shortvictim_front_engage
- feeding_attacker_shortvictim_front_idle
- feeding_attacker_shortvictim_front_attack_release
- feeding_attacker_shortvictim_front_bite
- feeding_attacker_shortvictim_front_feed_loop
- feeding_attacker_shortvictim_front_release
- feeding_attacker_shortvictim_front_release_pc_flyback
- feeding_attacker_tallvictim_front_engage
- feeding_attacker_tallvictim_front_idle
- feeding_attacker_tallvictim_front_attack_release
- feeding_attacker_tallvictim_front_bite
- feeding_attacker_tallvictim_front_feed_loop
- feeding_attacker_tallvictim_front_release
- feeding_attacker_tallvictim_front_release_pc_flyback
- feeding_attacker_shortvictim_back_engage
- feeding_attacker_shortvictim_back_idle
- feeding_attacker_shortvictim_back_attack_release
- feeding_attacker_shortvictim_back_bite
- feeding_attacker_shortvictim_back_feed_loop
- feeding_attacker_shortvictim_back_release
- feeding_attacker_shortvictim_back_release_pc_flyback
- feeding_attacker_tallvictim_back_engage
- feeding_attacker_tallvictim_back_idle
- feeding_attacker_tallvictim_back_attack_release
- feeding_attacker_tallvictim_back_bite
- feeding_attacker_tallvictim_back_feed_loop
- feeding_attacker_tallvictim_back_release
- feeding_attacker_tallvictim_back_release_pc_flyback
- feeding_victim_shortattacker_front_engage
- feeding_victim_shortattacker_front_idle
- feeding_victim_shortattacker_front_attack_release
- feeding_victim_shortattacker_front_bite
- feeding_victim_shortattacker_front_feed_loop
- feeding_victim_shortattacker_front_release
- feeding_victim_shortattacker_front_release_pc_flyback
- feeding_victim_tallattacker_front_engage
- feeding_victim_tallattacker_front_idle
- feeding_victim_tallattacker_front_attack_release
- feeding_victim_tallattacker_front_bite
- feeding_victim_tallattacker_front_feed_loop
- feeding_victim_tallattacker_front_release
- feeding_victim_tallattacker_front_release_pc_flyback
- feeding_victim_shortattacker_back_engage
- feeding_victim_shortattacker_back_idle
- feeding_victim_shortattacker_back_attack_release
- feeding_victim_shortattacker_back_bite
- feeding_victim_shortattacker_back_feed_loop
- feeding_victim_shortattacker_back_release
- feeding_victim_shortattacker_back_release_pc_flyback
- feeding_victim_tallattacker_back_engage
- feeding_victim_tallattacker_back_idle
- feeding_victim_tallattacker_back_attack_release
- feeding_victim_tallattacker_back_bite
- feeding_victim_tallattacker_back_feed_loop
- feeding_victim_tallattacker_back_release
- feeding_victim_tallattacker_back_release_pc_flyback
- feeding_released_idle_attacker
- feeding_failure
katana.mdl
- katana_ready
- katana_attack_medcombo
- katana_attack_med
- katana_attack_lowcombo
- katana_attack_low
- katana_attack_farcombo
- katana_attack_far
- katana_attack_jumpcombo
- katana_attack_jump
- katana_attack_heavy
- katana_dodge
- katana_idle
- katana_fidget
- katana_attack_Feet
- katana_attack_Left_Right
- katana_attack_far_Spin
- katana_attack_far_roll
- katana_attack_HandSpring
- katana_attack_Run
- katana_attack_FlipKick
- katana_attack_SweepKick
- katana_attack_SweepKickCombo
- katana_attack_Kick_Spin
- katana_block
- katana_block_heavy
- katana_preblock
- katana_blocked_reaction_left
- katana_blocked_reaction_right
- katana_dodge_attack
- Katana_hunt_walk
- Katana_hunt_walk_lookleft
- Katana_hunt_walk_lookright
- Katana_alert_fidget_agro_lookaround
- Katana_alert_front_into
- Katana_alert_l90_into
- Katana_alert_r90_into
- Katana_alert_180_into
- Katana_alert_front_outof
- Katana_alert_l90_outof
- Katana_alert_r90_outof
- Katana_alert_180_outof
- katana_combo_A1
- katana_combo_A2
- katana_combo_A3
- katana_combo_B1
- katana_combo_B2
- katana_combo_B3
- katana_combo_C1
- katana_combo_C2
- katana_combo_C3
- katana_combo_D1
- katana_combo_D2
- katana_combo_D3
- katana_air
- katana_running_attack
- stealth_success_attacker_shortvictim
- stealth_failure_attacker_shortvictim
- stealth_success_attacker_tallvictim
- stealth_failure_attacker_tallvictim
- stealth_success_victim_shortattacker
- stealth_failure_victim_shortattacker
- stealth_success_victim_tallattacker
- stealth_failure_victim_tallattacker
knife.mdl
- knife_ready
- knife_attack_medcombo
- knife_attack_med
- knife_attack_med2
- knife_attack_lowcombo
- knife_attack_low
- knife_attack_farcombo
- knife_attack_far
- knife_attack_jumpcombo
- knife_attack_jump
- knife_attack_heavy
- knife_attack_Kick_Spin
- knife_attack_Slash
- knife_attack_Slash2
- knife_dodge
- knife_idle
- knife_fidget
- knife_attack_npc_Slash
- Knife_air
- Knife_attack_W1
- knife_block
- knife_block_heavy
- knife_preblock
- knife_blocked_reaction_left
- knife_blocked_reaction_right
- knife_dodge_attack
- Knife_hunt_walk
- Knife_hunt_walk_lookleft
- Knife_hunt_walk_lookright
- Knife_alert_fidget_agro_lookaround
- Knife_alert_front_into
- Knife_alert_l90_into
- Knife_alert_r90_into
- Knife_alert_180_into
- Knife_alert_front_outof
- Knife_alert_l90_outof
- Knife_alert_r90_outof
- Knife_alert_180_outof
- stealth_success_attacker_shortvictim
- stealth_failure_attacker_shortvictim
- stealth_success_attacker_tallvictim
- stealth_failure_attacker_tallvictim
- stealth_success_victim_shortattacker
- stealth_failure_victim_shortattacker
- stealth_success_victim_tallattacker
- stealth_failure_victim_tallattacker
meleeshared_onehand.mdl
- knockback_smalllow
- knockback_biglow
- knockback_smallhigh
- knockback_smallhighright
- knockback_smallhighleft
- knockback_smallhighfront
- knockback_bighighleft
- knockback_bighighright
- knockback_biguppercut
- knockback_biguppercutleft
- knockback_biguppercutright
- knockback_smalldazed
- knockback_flying_into_back
- knockback_flying_idle
- knockback_flying_land
- knockback_flying_wall_hit
- knockback_flying_wall_fall
- knockback_flying_wall_land
- knockback_flyingGut_wall_hit
- knockback_flyingGut_wall_fall
- knockback_flyingGut_wall_land
- knockback_flyinggut_into_back
- knockback_flyinggut_idle_back
- knockback_flyinggut_land_back
- Left_attack_jab
- kick_short
- kick_long
- dodge_stepback
- dodge_stepback_Right
- dodge_stepback_Left
- dodge_duck
- combatmove_0
- combatmove_45
- combatmove_90
- combatmove_135
- combatmove_180
- combatmove_225
- combatmove_270
- combatmove_315
- @knockback_lowcombo
meleeshared_twohand.mdl
misc.mdl
- holy_light_cast
- holy_light_cast_layer
- holy_light_idle
- holy_light_idle_layer
- thaumaturgy_cast
- thaumaturgy_cast_layer
- thaumaturgy_idle
- thaumaturgy_idle_layer
- d_thaum_cast_charge
- d_thaum_cast_charge_layer
- d_thaum_cast_chargehold
- d_thaum_cast_chargehold_layer
- d_thaum_cast_continue
- d_thaum_cast_continue_layer
- d_thaum_cast_hold
- d_thaum_cast_hold_layer
- d_thaum_cast_reset
- d_thaum_cast_reset_layer
- d_thaum_idle
- d_thaum_idle_layer
- dance01
- dance02
- dance03
- SM_Huddle
- SM_HuddleGetup
- SM_MutilationAction
- disposition_beatendown
- disposition_coy
- disposition_jittery
- disposition_pissed
- death01
- death02
- fidget01
- fidget02
- fidget03
- getup_back
- getup_front
- hit_head_back
- hit_head_front
- hit_head_left
- hit_head_right
- hit_torso_back
- hit_torso_back_left
- hit_torso_back_right
- hit_torso_front
- hit_torso_front_left
- hit_torso_front_right
- hit_torso_left
- hit_torso_right
- hit_stepback
- idle01
- jump
- jump_forward
- jump_long
- hop
- hop_up
- hop_down
- leap
- leap_ascend
- leap_descend
- falling
- land
- land_hard
- land_crouched
- jump_to_death
- ladder_down
- ladder_up
- lockpick
- place_bomb
- mesmerized_pre_into
- mesmerized
- sleep_pre_fall_into
- sleep_fall_into
- sleep_idle
- sleep_getup
- pre_choking
- choking
- shared_pre_into
- madness_pre_into
- madness_into
- madness_idle
- madness_getout
- comatose_pre_into
- comatose_into
- comatose_idle
- comatose_getout
- sobbing_pre_into
- sobbing_into
- sobbing_idle
- sobbing_outof
- theft_pre_into
- theft_into
- theft_idle
- theft_outof
- cauldron
- cauldron_pre
- cauldron_death
- burning_into
- burning_loop
- burning_outof
- laugh_pre_into
- laugh_into
- laugh_idle
- laugh_getout
- bleedingeyes_pre_into
- bleedingeyes_into
- bleedingeyes_idle
- bleedingeyes_getout
- vomit_pre_into
- vomit_into
- vomit_idle
- vomit_getout
- presence
- vision_of_death
- howl
- disoriented
- lost
- comfort_into
- comfort_idle
- comfort_outof
- comfort2_into
- comfort2_idle
- comfort2_outof
- cower_into
- cower_idle
- cower_outof
- cower2_into
- cower2_idle
- cower2_outof
- cower3_into
- cower3_idle
- cower3_outof
- alert_front_into
- alert_l45_into
- alert_l90_into
- alert_l135_into
- alert_r45_into
- alert_r90_into
- alert_r135_into
- alert_180_into
- alert_front_outof
- alert_l45_outof
- alert_l90_outof
- alert_l135_outof
- alert_r45_outof
- alert_r90_outof
- alert_r135_outof
- alert_180_outof
- alert_fidget_lookaround
- panic_run
- panic_run_trip
- panic_run_lookleft
- panic_run_lookright
- operate_computer
- operate_panel
- sobbing
- stunned
- stunned_recover
- swim
- treadwater
- spellhit
- stake_target
- doorknock
- pray
- praying_begin
- praying_idle
- praying_end
- dive_left
- dive_right
- hunt_walk
- hunt_walk_lookleft
- hunt_walk_lookright
- payphone_pickup
- payphone_idle
- payphone_hangup
- cellphone
- cellphone_into
- cellphone_idle
- cellphone_outof
- Cigarette_Into
- Cigarette_Idle
- Cigarette_Inhale
- Piss_Into
- Piss_Idle
- Piss_Outof
- Drag_FromBehind
- Scripted_BackHit
- ArmsCrossed_Idle
- ArmsCrossed_Fidget
- whistling_Idle
- whistling_Fidget
- Wall_Lean_into
- Wall_Lean_idle_01
- Wall_Lean_outof
- CouchTV_Into
- CouchTV_Idle_01
- CouchTV_Idle_02
- CouchTV_outof
- Drink_Into
- Drink_Idle
- Drink_Take
- Drink_LookAround
- Drink_Outof
- onehanded_crouch_relaxed
- twohanded_crouch_relaxed
- sitback_idle_left
- sitback_idle_left_deep
- sitback_idle_right
- sitback_idle_right_deep
- sitback_left
- sitback_left_deep
- sitback_right
- sitback_right_deep
- sitback_upfast_left
- sitback_upfast_left_deep
- sitback_upfast_right
- sitback_upfast_right_deep
- sitforward_idle_left
- sitforward_idle_left_deep
- sitforward_idle_right
- sitforward_idle_right_deep
- sitforward_left
- sitforward_left_deep
- sitforward_right
- sitforward_right_deep
- sitforward_upfast_left
- sitforward_upfast_left_deep
- sitforward_upfast_right
- sitforward_upfast_right_deep
- Cards_sitforward_Left_Idle
- Cards_sitforward_Left_Fidget
- Cards_sitforward_Left_Play
- Cards_sitforward_Right_Idle
- Cards_sitforward_Right_Fidget
- Cards_sitforward_Right_Play
- Bed_Left_Idle
- Bed_Left_Outof
- Bed_Right_Idle
- Bed_Right_Outof
- CoinMachine
- pinball_into
- pinball_idle01
- pinball_idle02
- pinball_outof
- waveover01
- waveover02
- forgetit
- idle_player_in_face
- sit_barstool_into
- sit_barstool_into_alt
- sit_barstool_idle
- sit_barstool_outof
- party_talk_idle1
- party_listen_idle1
- party_listen_idle2
- party_listen_idle3
- party_laugh
- wine_drink
- party_drinking
- party_idle
- party_look_around
- look_out_window
- surprised_by_window
- animalism_ravens_into
- animalism_ravens_idle
- animalism_ravens_outof
- animalism_bats
- animalism_spectralwolves_into
- animalism_spectralwolves_idle
- animalism_spectralwolves_outof
- animalism_spectralwolves_break
- animalism_pestilence_into
- animalism_pestilence_idle
- animalism_pestilence_outof
move_and_ranged.mdl
- Pistol_Reload_Fast
- anaconda_aim_CC
- anaconda_aim_CL
- anaconda_aim_CR
- anaconda_aim_DC
- anaconda_aim_DL
- anaconda_aim_DR
- anaconda_aim_UC
- anaconda_aim_UL
- anaconda_aim_UR
- anaconda_attack
- anaconda_attack_delta
- anaconda_attack_layer
- anaconda_attack_leaning_left
- anaconda_attack_leaning_right
- anaconda_bobble_base
- anaconda_bobble_delta
- anaconda_corner_cover_idle
- anaconda_dodge
- anaconda_dryfire
- anaconda_dryfire_delta
- anaconda_dryfire_layer
- anaconda_fidget
- anaconda_idle
- anaconda_lean_left_idle
- anaconda_lean_left_into
- anaconda_lean_left_outof
- anaconda_lean_right_idle
- anaconda_lean_right_into
- anaconda_lean_right_outof
- anaconda_ready
- anaconda_reload
- anaconda_reload_layer
- baseballbat_bobble_layer
- baseballbat_relaxed_move_layer
- bushhook_bobble_layer
- bushhook_relaxed_move_layer
- claws_aggressive_run
- claws_aggressive_run_layer
- claws_aggressive_walk
- claws_aggressive_walk_layer
- claws_run_0
- claws_run_0_alt1
- claws_run_0_alt2
- claws_run_135
- claws_run_180
- claws_run_225
- claws_run_270
- claws_run_315
- claws_run_45
- claws_run_90
- combat_walk_180
- crossbow_aim_CC
- crossbow_aim_CL
- crossbow_aim_CR
- crossbow_aim_DC
- crossbow_aim_DL
- crossbow_aim_DR
- crossbow_aim_UC
- crossbow_aim_UL
- crossbow_aim_UR
- crossbow_alert_180_into
- crossbow_alert_180_outof
- crossbow_alert_fidget_agro_lookaround
- crossbow_alert_front_into
- crossbow_alert_front_outof
- crossbow_alert_l135_into
- crossbow_alert_l135_outof
- crossbow_alert_l45_into
- crossbow_alert_l45_outof
- crossbow_alert_r135_into
- crossbow_alert_r135_outof
- crossbow_alert_r45_into
- crossbow_alert_r45_outof
- crossbow_attack
- crossbow_attack_delta
- crossbow_attack_layer
- crossbow_attack_leaning_left
- crossbow_attack_leaning_right
- crossbow_bobble_base
- crossbow_bobble_delta
- crossbow_crouch_aim_CC
- crossbow_crouch_aim_CL
- crossbow_crouch_aim_CR
- crossbow_crouch_aim_DC
- crossbow_crouch_aim_DL
- crossbow_crouch_aim_DR
- crossbow_crouch_aim_UC
- crossbow_crouch_aim_UL
- crossbow_crouch_aim_UR
- crossbow_crouch_attack
- crossbow_crouch_attack_delta
- crossbow_crouch_attack_layer
- crossbow_crouch_idle
- crossbow_crunch_idle
- crossbow_crunch_into
- crossbow_crunch_outof
- crossbow_dodge
- crossbow_dryfire
- crossbow_dryfire_delta
- crossbow_dryfire_layer
- crossbow_fidget
- crossbow_hunt_walk
- crossbow_hunt_walk_lookleft
- crossbow_hunt_walk_lookright
- crossbow_idle
- crossbow_lean_left_idle
- crossbow_lean_left_into
- crossbow_lean_left_outof
- crossbow_lean_right_idle
- crossbow_lean_right_into
- crossbow_lean_right_outof
- crossbow_midcrouch_aim_CC
- crossbow_midcrouch_aim_CL
- crossbow_midcrouch_aim_CR
- crossbow_midcrouch_aim_DC
- crossbow_midcrouch_aim_DL
- crossbow_midcrouch_aim_DR
- crossbow_midcrouch_aim_UC
- crossbow_midcrouch_aim_UL
- crossbow_midcrouch_aim_UR
- crossbow_midcrouch_attack
- crossbow_midcrouch_attack_delta
- crossbow_midcrouch_attack_layer
- crossbow_midcrouch_idle
- crossbow_midcrouch_idle_delta
- crossbow_midcrunch_idle
- crossbow_midcrunch_into
- crossbow_midcrunch_outof
- crossbow_ready
- crossbow_relaxed_move_layer
- crossbow_reload
- crossbow_reload_layer
- crouch
- d_thaum_cast_charge
- d_thaum_cast_charge_layer
- d_thaum_cast_chargehold
- d_thaum_cast_chargehold_layer
- d_thaum_cast_continue
- d_thaum_cast_continue_layer
- d_thaum_cast_hold
- d_thaum_cast_hold_layer
- d_thaum_cast_reset
- d_thaum_cast_reset_layer
- d_thaum_idle
- d_thaum_idle_layer
- deserteagle_aim_CC
- deserteagle_aim_CL
- deserteagle_aim_CR
- deserteagle_aim_DC
- deserteagle_aim_DL
- deserteagle_aim_DR
- deserteagle_aim_UC
- deserteagle_aim_UL
- deserteagle_aim_UR
- deserteagle_attack
- deserteagle_attack_delta
- deserteagle_attack_layer
- deserteagle_attack_leaning_left
- deserteagle_attack_leaning_right
- deserteagle_bobble_base
- deserteagle_bobble_delta
- deserteagle_corner_cover_idle
- deserteagle_dodge
- deserteagle_dryfire
- deserteagle_dryfire_delta
- deserteagle_dryfire_layer
- deserteagle_fidget
- deserteagle_idle
- deserteagle_lean_left_idle
- deserteagle_lean_left_into
- deserteagle_lean_left_outof
- deserteagle_lean_right_idle
- deserteagle_lean_right_into
- deserteagle_lean_right_outof
- deserteagle_ready
- deserteagle_relaxed_move_layer
- deserteagle_reload
- deserteagle_reload_layer
- enfield_aim_CC
- enfield_aim_CL
- enfield_aim_CR
- enfield_aim_DC
- enfield_aim_DL
- enfield_aim_DR
- enfield_aim_UC
- enfield_aim_UL
- enfield_aim_UR
- enfield_attack
- enfield_attack_delta
- enfield_attack_layer
- enfield_bobble_base
- enfield_bobble_delta
- enfield_dodge
- enfield_dryfire
- enfield_dryfire_delta
- enfield_dryfire_layer
- enfield_fidget
- enfield_idle
- enfield_ready
- enfield_relaxed_move_layer
- enfield_reload
- enfield_reload_layer
- flamet_aim_CC
- flamet_aim_CL
- flamet_aim_CR
- flamet_aim_DC
- flamet_aim_DL
- flamet_aim_DR
- flamet_aim_UC
- flamet_aim_UL
- flamet_aim_UR
- flamet_attack
- flamet_attack_delta
- flamet_attack_layer
- flamet_bobble_base
- flamet_bobble_delta
- flamet_dodge
- flamet_dryfire
- flamet_dryfire_delta
- flamet_dryfire_layer
- flamet_fidget
- flamet_idle
- flamet_ready
- flamet_relaxed_move_layer
- flamet_reload
- flamet_reload_layer
- glock_aim_CC
- glock_aim_CL
- glock_aim_CR
- glock_aim_DC
- glock_aim_DL
- glock_aim_DR
- glock_aim_UC
- glock_aim_UL
- glock_aim_UR
- glock_attack
- glock_attack_delta
- glock_attack_layer
- glock_bobble_base
- glock_bobble_delta
- glock_dodge
- glock_dryfire
- glock_dryfire_delta
- glock_dryfire_layer
- glock_fidget
- glock_idle
- glock_ready
- glock_relaxed_move_layer
- glock_reload
- glock_reload_layer
- holy_light_cast
- holy_light_cast_layer
- holy_light_idle
- holy_light_idle_layer
- katana_bobble_layer
- katana_relaxed_move_layer
- knife_bobble_layer
- knife_relaxed_move_layer
- lookback_left_layer
- lookback_right_layer
- m37_aim_CC
- m37_aim_CL
- m37_aim_CR
- m37_aim_DC
- m37_aim_DL
- m37_aim_DR
- m37_aim_UC
- m37_aim_UL
- m37_aim_UR
- m37_attack
- m37_attack_delta
- m37_attack_layer
- m37_bobble_base
- m37_bobble_delta
- m37_dodge
- m37_dryfire
- m37_dryfire_delta
- m37_dryfire_layer
- m37_fidget
- m37_idle
- m37_ready
- m37_relaxed_move_layer
- m37_reload
- m37_reload_layer
- npc_run_0
- npc_run_135
- npc_run_180
- npc_run_225
- npc_run_270
- npc_run_315
- npc_run_45
- npc_run_90
- onehand_sneak
- onehand_sneak_layer
- pistol_alert_180_into
- pistol_alert_180_outof
- pistol_alert_fidget_agro_lookaround
- pistol_alert_fidget_lookaround
- pistol_alert_front_into
- pistol_alert_front_outof
- pistol_alert_l135_into
- pistol_alert_l135_outof
- pistol_alert_l45_into
- pistol_alert_l45_outof
- pistol_alert_l90_into
- pistol_alert_l90_outof
- pistol_alert_r135_into
- pistol_alert_r135_outof
- pistol_alert_r45_into
- pistol_alert_r45_outof
- pistol_alert_r90_into
- pistol_alert_r90_outof
- pistol_crouch_aim_CC
- pistol_crouch_aim_CL
- pistol_crouch_aim_CR
- pistol_crouch_aim_DC
- pistol_crouch_aim_DL
- pistol_crouch_aim_DR
- pistol_crouch_aim_UC
- pistol_crouch_aim_UL
- pistol_crouch_aim_UR
- pistol_crouch_attack
- pistol_crouch_attack_delta
- pistol_crouch_attack_layer
- pistol_crouch_idle
- pistol_crouch_idle_delta
- pistol_crunch_idle
- pistol_crunch_into
- pistol_crunch_outof
- pistol_hunt_walk
- pistol_hunt_walk_lookleft
- pistol_hunt_walk_lookright
- pistol_midcrouch_aim_CC
- pistol_midcrouch_aim_CL
- pistol_midcrouch_aim_CR
- pistol_midcrouch_aim_DC
- pistol_midcrouch_aim_DL
- pistol_midcrouch_aim_DR
- pistol_midcrouch_aim_UC
- pistol_midcrouch_aim_UL
- pistol_midcrouch_aim_UR
- pistol_midcrouch_attack
- pistol_midcrouch_attack_delta
- pistol_midcrouch_attack_layer
- pistol_midcrouch_idle
- pistol_midcrouch_idle_delta
- pistol_midcrunch_idle
- pistol_midcrunch_into
- pistol_midcrunch_outof
- pistol_relaxed_run_layer
- pistol_relaxed_walk_layer
- rem700_aim_CC
- rem700_aim_CL
- rem700_aim_CR
- rem700_aim_DC
- rem700_aim_DL
- rem700_aim_DR
- rem700_aim_UC
- rem700_aim_UL
- rem700_aim_UR
- rem700_attack
- rem700_attack_delta
- rem700_attack_layer
- rem700_bobble_base
- rem700_bobble_delta
- rem700_dodge
- rem700_dryfire
- rem700_dryfire_delta
- rem700_dryfire_layer
- rem700_fidget
- rem700_idle
- rem700_ready
- rem700_relaxed_move_layer
- rem700_reload
- rem700_reload_layer
- run_0
- run_135
- run_180
- run_225
- run_270
- run_315
- run_45
- run_90
- sledgehammer_bobble_layer
- sledgehammer_relaxed_move_layer
- smith_aim_CC
- smith_aim_CL
- smith_aim_CR
- smith_aim_DC
- smith_aim_DL
- smith_aim_DR
- smith_aim_UC
- smith_aim_UL
- smith_aim_UR
- smith_attack
- smith_attack_delta
- smith_attack_layer
- smith_attack_leaning_left
- smith_attack_leaning_right
- smith_bobble_base
- smith_bobble_delta
- smith_corner_cover_idle
- smith_dodge
- smith_dryfire
- smith_dryfire_delta
- smith_dryfire_layer
- smith_fidget
- smith_idle
- smith_lean_left_idle
- smith_lean_left_into
- smith_lean_left_outof
- smith_lean_right_idle
- smith_lean_right_into
- smith_lean_right_outof
- smith_ready
- smith_reload
- smith_reload_layer
- sneak_0
- sneak_135
- sneak_180
- sneak_225
- sneak_270
- sneak_315
- sneak_45
- sneak_90
- stake_bobble_layer
- stake_relaxed_move_layer
- steyr_Reload_Fast
- steyr_aim_CC
- steyr_aim_CL
- steyr_aim_CR
- steyr_aim_DC
- steyr_aim_DL
- steyr_aim_DR
- steyr_aim_UC
- steyr_aim_UL
- steyr_aim_UR
- steyr_alert_180_into
- steyr_alert_180_outof
- steyr_alert_fidget_agro_lookaround
- steyr_alert_front_into
- steyr_alert_front_outof
- steyr_alert_l90_into
- steyr_alert_l90_outof
- steyr_alert_r90_into
- steyr_alert_r90_outof
- steyr_attack
- steyr_attack_delta
- steyr_attack_layer
- steyr_attack_leaning_left
- steyr_attack_leaning_right
- steyr_bobble_base
- steyr_bobble_delta
- steyr_corner_cover_idle
- steyr_crouch_aim_CC
- steyr_crouch_aim_CL
- steyr_crouch_aim_CR
- steyr_crouch_aim_DC
- steyr_crouch_aim_DL
- steyr_crouch_aim_DR
- steyr_crouch_aim_UC
- steyr_crouch_aim_UL
- steyr_crouch_aim_UR
- steyr_crouch_attack
- steyr_crouch_attack_delta
- steyr_crouch_attack_layer
- steyr_crouch_idle
- steyr_crunch_idle
- steyr_crunch_into
- steyr_crunch_outof
- steyr_dodge
- steyr_dryfire
- steyr_dryfire_delta
- steyr_dryfire_layer
- steyr_fidget
- steyr_hunt_walk
- steyr_hunt_walk_lookleft
- steyr_hunt_walk_lookright
- steyr_idle
- steyr_lean_left_idle
- steyr_lean_left_into
- steyr_lean_left_outof
- steyr_lean_right_idle
- steyr_lean_right_into
- steyr_lean_right_outof
- steyr_midcrouch_aim_CC
- steyr_midcrouch_aim_CL
- steyr_midcrouch_aim_CR
- steyr_midcrouch_aim_DC
- steyr_midcrouch_aim_DL
- steyr_midcrouch_aim_DR
- steyr_midcrouch_aim_UC
- steyr_midcrouch_aim_UL
- steyr_midcrouch_aim_UR
- steyr_midcrouch_attack
- steyr_midcrouch_attack_delta
- steyr_midcrouch_attack_layer
- steyr_midcrouch_idle
- steyr_midcrouch_idle_delta
- steyr_midcrunch_idle
- steyr_midcrunch_into
- steyr_midcrunch_outof
- steyr_ready
- steyr_relaxed_move_layer
- steyr_reload
- steyr_reload_layer
- submachinegun_aim_CC
- submachinegun_aim_CL
- submachinegun_aim_CR
- submachinegun_aim_DC
- submachinegun_aim_DL
- submachinegun_aim_DR
- submachinegun_aim_UC
- submachinegun_aim_UL
- submachinegun_aim_UR
- submachinegun_attack
- submachinegun_attack_delta
- submachinegun_attack_layer
- submachinegun_bobble_base
- submachinegun_bobble_delta
- submachinegun_crouch_aim_CC
- submachinegun_crouch_aim_CL
- submachinegun_crouch_aim_CR
- submachinegun_crouch_aim_DC
- submachinegun_crouch_aim_DL
- submachinegun_crouch_aim_DR
- submachinegun_crouch_aim_UC
- submachinegun_crouch_aim_UL
- submachinegun_crouch_aim_UR
- submachinegun_crouch_attack
- submachinegun_crouch_attack_delta
- submachinegun_crouch_attack_layer
- submachinegun_crouch_idle
- submachinegun_dodge
- submachinegun_dryfire
- submachinegun_dryfire_delta
- submachinegun_dryfire_layer
- submachinegun_fidget
- submachinegun_idle
- submachinegun_ready
- submachinegun_relaxed_move_layer
- submachinegun_reload
- submachinegun_reload_layer
- supershotgun_aim_CC
- supershotgun_aim_CL
- supershotgun_aim_CR
- supershotgun_aim_DC
- supershotgun_aim_DL
- supershotgun_aim_DR
- supershotgun_aim_UC
- supershotgun_aim_UL
- supershotgun_aim_UR
- supershotgun_attack
- supershotgun_attack_delta
- supershotgun_attack_layer
- supershotgun_bobble_base
- supershotgun_bobble_delta
- supershotgun_dodge
- supershotgun_dryfire
- supershotgun_dryfire_delta
- supershotgun_dryfire_layer
- supershotgun_fidget
- supershotgun_hunt_walk
- supershotgun_hunt_walk_lookleft
- supershotgun_hunt_walk_lookright
- supershotgun_idle
- supershotgun_ready
- supershotgun_relaxed_move_layer
- supershotgun_reload
- supershotgun_reload_layer
- thaumaturgy_cast
- thaumaturgy_cast_layer
- thaumaturgy_idle
- thaumaturgy_idle_layer
- throwing_star_aim_CC
- throwing_star_aim_CL
- throwing_star_aim_CR
- throwing_star_aim_DC
- throwing_star_aim_DL
- throwing_star_aim_DR
- throwing_star_aim_UC
- throwing_star_aim_UL
- throwing_star_aim_UR
- throwing_star_attack
- throwing_star_attack_delta
- throwing_star_attack_layer
- throwing_star_crouch_aim_CC
- throwing_star_crouch_aim_CL
- throwing_star_crouch_aim_CR
- throwing_star_crouch_aim_DC
- throwing_star_crouch_aim_DL
- throwing_star_crouch_aim_DR
- throwing_star_crouch_aim_UC
- throwing_star_crouch_aim_UL
- throwing_star_crouch_aim_UR
- throwing_star_crouch_attack_delta
- throwing_star_dryfire
- throwing_star_dryfire_delta
- throwing_star_idle
- throwing_star_idle_layer
- throwing_star_relaxed_run_layer
- throwing_star_relaxed_walk_layer
- throwing_star_reload
- tireiron_bobble_layer
- tireiron_relaxed_move_layer
- twohand_sneak
- twohand_sneak_layer
- twohanded_Reload_Fast
- twohanded_alert_180_into
- twohanded_alert_180_outof
- twohanded_alert_fidget_agro_lookaround
- twohanded_alert_fidget_lookaround
- twohanded_alert_front_into
- twohanded_alert_front_outof
- twohanded_alert_l90_into
- twohanded_alert_l90_outof
- twohanded_alert_r90_into
- twohanded_alert_r90_outof
- twohanded_attack_leaning_left
- twohanded_attack_leaning_right
- twohanded_corner_cover_idle
- twohanded_crouch_aim_CC
- twohanded_crouch_aim_CL
- twohanded_crouch_aim_CR
- twohanded_crouch_aim_DC
- twohanded_crouch_aim_DL
- twohanded_crouch_aim_DR
- twohanded_crouch_aim_UC
- twohanded_crouch_aim_UL
- twohanded_crouch_aim_UR
- twohanded_crouch_attack
- twohanded_crouch_attack_delta
- twohanded_crouch_attack_layer
- twohanded_crouch_idle
- twohanded_crouch_idle_delta
- twohanded_crunch_idle
- twohanded_crunch_into
- twohanded_crunch_outof
- twohanded_fidget_lookaround
- twohanded_hunt_walk
- twohanded_hunt_walk_lookleft
- twohanded_hunt_walk_lookright
- twohanded_lean_left_idle
- twohanded_lean_left_into
- twohanded_lean_left_outof
- twohanded_lean_right_idle
- twohanded_lean_right_into
- twohanded_lean_right_outof
- twohanded_midcrouch_aim_CC
- twohanded_midcrouch_aim_CL
- twohanded_midcrouch_aim_CR
- twohanded_midcrouch_aim_DC
- twohanded_midcrouch_aim_DL
- twohanded_midcrouch_aim_DR
- twohanded_midcrouch_aim_UC
- twohanded_midcrouch_aim_UL
- twohanded_midcrouch_aim_UR
- twohanded_midcrouch_attack
- twohanded_midcrouch_attack_delta
- twohanded_midcrouch_attack_layer
- twohanded_midcrouch_idle
- twohanded_midcrouch_idle_delta
- twohanded_midcrunch_idle
- twohanded_midcrunch_into
- twohanded_midcrunch_outof
- walk_0
- walk_135
- walk_180
- walk_225
- walk_270
- walk_315
- walk_45
- walk_90
seductive_feed.mdl
- seductive_attacker_shortvictim_front_engage
- seductive_attacker_shortvictim_front_feed_loop
- seductive_attacker_shortvictim_front_release
- seductive_attacker_shortvictim_front_release_standing
- seductive_attacker_tallvictim_front_engage
- seductive_attacker_tallvictim_front_feed_loop
- seductive_attacker_tallvictim_front_release
- seductive_attacker_tallvictim_front_release_standing
- seductive_victim_shortattacker_front_engage
- seductive_victim_shortattacker_front_feed_loop
- seductive_victim_shortattacker_front_release
- seductive_victim_shortattacker_front_release_standing
- seductive_victim_tallattacker_front_engage
- seductive_victim_tallattacker_front_feed_loop
- seductive_victim_tallattacker_front_release
- seductive_victim_tallattacker_front_release_standing
- seductive_released_idle_attacker
sherifsword.mdl
- sheriffsword_ready
- sheriffsword_attack_medcombo
- sheriffsword_attack_med
- sheriffsword_attack_lowcombo
- sheriffsword_attack_low
- sheriffsword_attack_farcombo
- sheriffsword_attack_far
- sheriffsword_attack_jumpcombo
- sheriffsword_attack_jump
- sheriffsword_attack_heavy
- sheriffsword_dodge
- sheriffsword_idle
- sheriffsword_fidget
- sheriffsword_attack_Feet
- sheriffsword_attack_Left_Right
- sheriffsword_attack_far_Spin
- sheriffsword_attack_far_roll
- sheriffsword_attack_HandSpring
- sheriffsword_attack_Run
- sheriffsword_attack_FlipKick
- sheriffsword_attack_SweepKick
- sheriffsword_attack_SweepKickCombo
- sheriffsword_attack_Kick_Spin
- sheriffsword_block
- sheriffsword_block_heavy
- sheriffsword_preblock
- sheriffsword_blocked_reaction_left
- sheriffsword_blocked_reaction_right
- sheriffsword_dodge_attack
- sheriffsword_combo_A1
- sheriffsword_combo_A2
- sheriffsword_combo_A3
- sheriffsword_combo_B1
- sheriffsword_combo_B2
- sheriffsword_combo_B3
- sheriffsword_combo_C1
- sheriffsword_combo_C2
- sheriffsword_combo_C3
- sheriffsword_combo_D1
- sheriffsword_combo_D2
- sheriffsword_combo_D3
- sheriffsword_running_attack
- stealth_success_attacker_shortvictim
- stealth_failure_attacker_shortvictim
- stealth_success_attacker_tallvictim
- stealth_failure_attacker_tallvictim
- stealth_success_victim_shortattacker
- stealth_failure_victim_shortattacker
- stealth_success_victim_tallattacker
- stealth_failure_victim_tallattacker
sledgehammer.mdl
- sledgehammer_ready
- sledgehammer_attack_midright
- sledgehammer_attack_SwingRight
- sledgehammer_attack_SwingRight_2nd
- sledgehammer_attack_SwingRight_3rd
- sledgehammer_attack_shortmedcombo
- sledgehammer_attack_medcombo
- sledgehammer_attack_med
- sledgehammer_attack_lowcombo
- sledgehammer_attack_low
- sledgehammer_attack_farcombo
- sledgehammer_attack_far
- sledgehammer_attack_jumpcombo
- sledgehammer_attack_jump
- sledgehammer_attack_heavy
- sledgehammer_dodge
- sledgehammer_idle
- sledgehammer_fidget
- Sledgehammer_air
- Sledgehammer_attack_W1
- sledgehammer_combo_A1
- sledgehammer_combo_A2
- sledgehammer_combo_A3
- sledgehammer_combo_B1
- sledgehammer_combo_B2
- sledgehammer_combo_B3
- sledgehammer_combo_C1
- sledgehammer_combo_C2
- sledgehammer_combo_C3
- sledgehammer_combo_D1
- sledgehammer_combo_D2
- sledgehammer_combo_D3
- sledgehammer_block
- sledgehammer_block_heavy
- sledgehammer_preblock
- sledgehammer_blocked_reaction_left
- sledgehammer_blocked_reaction_right
- sledgehammer_dodge_attack
- stealth_success_attacker_shortvictim
- stealth_success_attacker_tallvictim
- stealth_failure_attacker
- stealth_success_victim_shortattacker
- stealth_success_victim_tallattacker
- stealth_failure_victim
stake.mdl
- stake_ready
- stake_attack_medcombo
- stake_attack_med
- stake_attack_lowcombo
- stake_attack_low
- stake_attack_farcombo
- stake_attack_far
- stake_attack_jumpcombo
- stake_attack_jump
- stake_attack_heavy
- stake_dodge
- stake_idle
- stake_fidget
- stake_block
- stake_block_heavy
- stake_preblock
- stake_blocked_reaction_left
- stake_blocked_reaction_right
- stake_dodge_attack
- stealth_success_attacker_shortvictim
- stealth_failure_attacker_shortvictim
- stealth_success_attacker_tallvictim
- stealth_failure_attacker_tallvictim
- stealth_success_victim_shortattacker
- stealth_failure_victim_shortattacker
- stealth_success_victim_tallattacker
- stealth_failure_victim_tallattacker
tireiron.mdl
- tireiron_ready
- tireiron_attack_medcombo
- tireiron_attack_med
- tireiron_attack_lowcombo
- tireiron_attack_low
- tireiron_attack_farcombo
- tireiron_attack_far
- tireiron_attack_jumpcombo
- tireiron_attack_jump
- tireiron_attack_heavy
- tireiron_dodge
- tireiron_idle
- tireiron_fidget
- tireiron_attack_hack
- tireiron_attack_slash
- tireiron_attack_slash2
- tireiron_air
- tireiron_attack_W1
- tireiron_attack_W2
- tireiron_block
- tireiron_block_heavy
- tireiron_preblock
- tireiron_blocked_reaction_left
- tireiron_blocked_reaction_right
- tireiron_dodge_attack
- TireIron_hunt_walk
- TireIron_hunt_walk_lookleft
- TireIron_hunt_walk_lookright
- TireIron_alert_fidget_agro_lookaround
- TireIron_alert_front_into
- TireIron_alert_l90_into
- TireIron_alert_r90_into
- TireIron_alert_180_into
- TireIron_alert_front_outof
- TireIron_alert_l90_outof
- TireIron_alert_r90_outof
- TireIron_alert_180_outof
- stealth_success_attacker_shortvictim
- stealth_failure_attacker_shortvictim
- stealth_success_attacker_tallvictim
- stealth_failure_attacker_tallvictim
- stealth_success_victim_shortattacker
- stealth_failure_victim_shortattacker
- stealth_success_victim_tallattacker
- stealth_failure_victim_tallattacker
- @lap_dance_01
- @lap_dance_02
- @lap_dance_03
- @lap_dance_04
- @pole_strole_01
- @pole_stroke_01
- @stripper_lap_dance_personal
- @HotTub_Idle
- @HotTub_LegUp
- @HotTub_touch
- @Stance_BehindBack_Idle_1
- @Stance_BehindBack_Idle_2
- @Stance_BehindBack_Idle_3
- @Stance_Anger_Idle_1
- @Stance_Anger_Idle_2
- @Stance_Anger_Idle_3
- @Stance_Apathy_Idle_1
- @Stance_Apathy_Idle_2
- @Stance_Apathy_Idle_3
- @Stance_Confused_Idle_1
- @Stance_Confused_Idle_2
- @Stance_Confused_Idle_3
- @Stance_Disgust_Idle_1
- @Stance_Disgust_Idle_2
- @Stance_Disgust_Idle_3
- @Stance_Enraged_Idle_1
- @Stance_Enraged_Idle_2
- @Stance_Enraged_Idle_3
- @Stance_Fear_Idle_1
- @Stance_Fear_Idle_2
- @Stance_Fear_Idle_3
- @Stance_Flirt_Idle_1
- @Stance_Flirt_Idle_2
- @Stance_Flirt_Idle_3
- @Stance_Frightened_Idle_1
- @Stance_Frightened_Idle_2
- @Stance_Frightened_Idle_3
- @Stance_Joy_Idle_1
- @Stance_Joy_Idle_2
- @Stance_Joy_Idle_3
- @Stance_Mad_Idle_1
- @Stance_Mad_Idle_2
- @Stance_Mad_Idle_3
- @Stance_Neutral_Idle_1
- @Stance_Neutral_Idle_2
- @Stance_Neutral_Idle_3
- @Stance_Sad_Idle_1
- @Stance_Sad_Idle_2
- @Stance_Sad_Idle_3
- @Stance_Sly_Idle_1
- @Stance_Sly_Idle_2
- @Stance_Sly_Idle_3
- @Stance_Lay_Idle_1
- @Stance_Lay_Idle_2
- @Stance_Lay_Idle_3
- @Stance_Damaged_Idle_1
- @Stance_Trans_Damaged_1_Lay_1
- @Stance_Bartender_Idle_1
- @Stance_Bartender_Idle_2
- @Stance_Bartender_Idle_3
- @Stance_Dead_Idle_1
- @Stance_Sitting_Idle_1
- @Stance_Therese_Idle_1
- @Stance_Therese_Idle_2
- @Stance_Therese_Idle_3
- @Stance_Therese_Idle_4
- @Stance_Therese_Idle_6
- @Stance_Therese_Idle_7
- @Stance_Therese_Idle_9
- @Stance_Therese_Fidget_1
- @Stance_Therese_Fidget_2
- @Stance_Therese_Fidget_3
- @Stance_PrinceSitting_Idle_1
- @Stance_PrinceSitting_Idle_2
- @Stance_PrinceSitting_Idle_3
- zombie_feeding_attacker_shortvictim_front_engage
- zombie_feeding_attacker_shortvictim_front_idle
- zombie_feeding_attacker_shortvictim_front_attack_release
- zombie_feeding_attacker_shortvictim_front_bite
- zombie_feeding_attacker_shortvictim_front_feed_loop
- zombie_feeding_attacker_shortvictim_front_release
- zombie_feeding_attacker_shortvictim_front_release_pc_flyback
- zombie_feeding_attacker_tallvictim_front_engage
- zombie_feeding_attacker_tallvictim_front_idle
- zombie_feeding_attacker_tallvictim_front_attack_release
- zombie_feeding_attacker_tallvictim_front_bite
- zombie_feeding_attacker_tallvictim_front_feed_loop
- zombie_feeding_attacker_tallvictim_front_release
- zombie_feeding_attacker_tallvictim_front_release_pc_flyback
- zombie_feeding_attacker_shortvictim_back_engage
- zombie_feeding_attacker_shortvictim_back_idle
- zombie_feeding_attacker_shortvictim_back_attack_release
- zombie_feeding_attacker_shortvictim_back_bite
- zombie_feeding_attacker_shortvictim_back_feed_loop
- zombie_feeding_attacker_shortvictim_back_release
- zombie_feeding_attacker_shortvictim_back_release_pc_flyback
- zombie_feeding_attacker_tallvictim_back_engage
- zombie_feeding_attacker_tallvictim_back_idle
- zombie_feeding_attacker_tallvictim_back_attack_release
- zombie_feeding_attacker_tallvictim_back_bite
- zombie_feeding_attacker_tallvictim_back_feed_loop
- zombie_feeding_attacker_tallvictim_back_release
- zombie_feeding_attacker_tallvictim_back_release_pc_flyback
- zombie_feeding_victim_shortattacker_front_engage
- zombie_feeding_victim_shortattacker_front_idle
- zombie_feeding_victim_shortattacker_front_attack_release
- zombie_feeding_victim_shortattacker_front_bite
- zombie_feeding_victim_shortattacker_front_feed_loop
- zombie_feeding_victim_shortattacker_front_release
- zombie_feeding_victim_shortattacker_front_release_pc_flyback
- zombie_feeding_victim_tallattacker_front_engage
- zombie_feeding_victim_tallattacker_front_idle
- zombie_feeding_victim_tallattacker_front_attack_release
- zombie_feeding_victim_tallattacker_front_bite
- zombie_feeding_victim_tallattacker_front_feed_loop
- zombie_feeding_victim_tallattacker_front_release
- zombie_feeding_victim_tallattacker_front_release_pc_flyback
- zombie_feeding_victim_shortattacker_back_engage
- zombie_feeding_victim_shortattacker_back_idle
- zombie_feeding_victim_shortattacker_back_attack_release
- zombie_feeding_victim_shortattacker_back_bite
- zombie_feeding_victim_shortattacker_back_feed_loop
- zombie_feeding_victim_shortattacker_back_release
- zombie_feeding_victim_shortattacker_back_release_pc_flyback
- zombie_feeding_victim_tallattacker_back_engage
- zombie_feeding_victim_tallattacker_back_idle
- zombie_feeding_victim_tallattacker_back_attack_release
- zombie_feeding_victim_tallattacker_back_bite
- zombie_feeding_victim_tallattacker_back_feed_loop
- zombie_feeding_victim_tallattacker_back_release
- zombie_feeding_victim_tallattacker_back_release_pc_flyback
- zombie_feeding_released_idle_attacker
- zombie_feeding_failure
------------------------------------------------------------------------
-------
I. > > > > Gestures
------------------------------------------------------------------------
-------
ACT_ALERT_FIDGET_LOOKAROUND
ACT_ARMSCROSSED_IDLE
ACT_ARMSCROSSED_FIDGET
ACT_BED_LEFT
ACT_BED_LEFT_OUTOF
ACT_BED_RIGHT
ACT_BED_RIGHT_OUTOF
ACT_BLEEDINGEYES_INTO
ACT_BLEEDINGEYES_IDLE
ACT_BLEEDINGEYES_GETOUT
ACT_BLOOD_MALADY_LOOP (#Drunk)
ACT_DANCE
ACT_CARDS_SITFORWARD_LEFT_FIDGET
ACT_CARDS_SITFORWARD_LEFT_IDLE
ACT_CARDS_SITFORWARD_LEFT_PLAY
ACT_CARDS_SITFORWARD_RIGHT_FIDGET
ACT_CARDS_SITFORWARD_RIGHT_IDLE
ACT_CARDS_SITFORWARD_RIGHT_PLAY
ACT_CAULDRON_PAIN (#Scream)
ACT_CAULDRON_DEATH
ACT_CELLPHONE_INTO
ACT_CELLPHONE_IDLE
ACT_CELLPHONE_OUTOF
ACT_CIGARETTE_INTO
ACT_CIGARETTE_IDLE
ACT_COMATOSE_INTO
ACT_COMATOSE_IDLE
ACT_COMATOSE_GETOUT
ACT_COMFORT_INTO
ACT_COMFORT2_INTO
ACT_COMFORT3_INTO
ACT_CONVERSE_NORMAL_TALK
ACT_CONVERSE_NORMAL_LISTEN
ACT_COUCH_SIT_INTO
ACT_COUCH_SIT_IDLE
ACT_COUCH_SIT_OUTOF
ACT_COWER_INTO
ACT_COWER
ACT_COWER_OUTOF
ACT_COWER2_INTO
ACT_COWER2
ACT_COWER2_OUTOF
ACT_COWER3_INTO
ACT_COWER3
ACT_COWER3_OUTOF
ACT_DIE
ACT_DISORIENTED
ACT_DISPOSITION
ACT_DISPOSITION_MESMERIZED
ACT_DOORKNOCK
ACT_DRINK_IDLE
ACT_DRINK_INTO
ACT_DRINK_LOOKAROUND
ACT_DRINK_OUTOF
## Fed Upon
ACT_FEEDING_BITE_VICTIM_SHORTATTACKER_FRONT
ACT_FEEDING_BITE_VICTIM_TALLATTACKER_FRONT
ACT_FEEDING_BITE_VICTIM_SHORTATTACKER_BACK
ACT_FEEDING_BITE_VICTIM_TALLATTACKER_BACK
ACT_FEEDING_FEED_LOOP_VICTIM_SHORTATTACKER_FRONT
ACT_FEEDING_FEED_LOOP_VICTIM_TALLATTACKER_FRONT
ACT_FEEDING_FEED_LOOP_VICTIM_SHORTATTACKER_BACK
ACT_FEEDING_FEED_LOOP_VICTIM_TALLATTACKER_BACK
ACT_FEEDING_RELEASE_VICTIM_SHORTATTACKER_FRONT
ACT_FEEDING_RELEASE_VICTIM_TALLATTACKER_FRONT
ACT_FEEDING_RELEASE_VICTIM_SHORTATTACKER_BACK
ACT_FEEDING_RELEASE_VICTIM_TALLATTACKER_BACK
## Feed Upon
ACT_FEEDING_BITE_ATTACKER_SHORTVICTIM_FRONT
ACT_FEEDING_BITE_ATTACKER_TALLVICTIM_FRONT
ACT_FEEDING_BITE_ATTACKER_SHORTVICTIM_BACK
ACT_FEEDING_BITE_ATTACKER_TALLVICTIM_BACK
ACT_FEEDING_FEED_LOOP_ATTACKER_SHORTVICTIM_FRONT
ACT_FEEDING_FEED_LOOP_ATTACKER_TALLVICTIM_FRONT
ACT_FEEDING_FEED_LOOP_ATTACKER_SHORTVICTIM_BACK
ACT_FEEDING_FEED_LOOP_ATTACKER_TALLVICTIM_BACK
ACT_FEEDING_RELEASE_ATTACKER_SHORTVICTIM_FRONT
ACT_FEEDING_RELEASE_ATTACKER_TALLVICTIM_FRONT
CT_FEEDING_RELEASE_ATTACKER_SHORTVICTIM_BACK
ACT_FEEDING_RELEASE_ATTACKER_TALLVICTIM_BACK
## Feed Rat
ACT_RAT_FEED_ENGAGE_ATTACKER_SHORTVICTIM_FRONT
ACT_RAT_FEED_ENGAGE_ATTACKER_TALLVICTIM_FRONT
ACT_RAT_FEED_ENGAGE_ATTACKER_SHORTVICTIM_BACK
ACT_RAT_FEED_ENGAGE_ATTACKER_TALLVICTIM_BACK
ACT_RAT_FEED_LOOP_ATTACKER_SHORTVICTIM_FRONT
ACT_RAT_FEED_LOOP_ATTACKER_TALLVICTIM_FRONT
ACT_RAT_FEED_LOOP_ATTACKER_SHORTVICTIM_BACK
ACT_RAT_FEED_LOOP_ATTACKER_TALLVICTIM_BACK
ACT_RAT_FEED_RELEASE_ATTACKER_SHORTVICTIM_FRONT
ACT_RAT_FEED_RELEASE_ATTACKER_TALLVICTIM_FRONT
ACT_RAT_FEED_RELEASE_ATTACKER_SHORTVICTIM_BACK
ACT_RAT_FEED_RELEASE_ATTACKER_TALLVICTIM_BACK
ACT_FIST_DOWN
ACT_FLINCH_CHEST
ACT_GRAFFITI_INTO
ACT_GRAFFITI_IDLE
ACT_GRAFFITI_OUTOF
ACT_HAND_UP
ACT_HUDDLE
ACT_IDLE
ACT_IDLE_ANGRY
ACT_INVALID
ACT_KNOCKBACK_SWALLOW
ACT_LAUGH_INTO
ACT_LAUGH_IDLE
ACT_LAUGH_GETOUT
ACT_LIKE_A_BUM
ACT_LOST
ACT_MADNESS_PRE_INTO
ACT_MADNESS_INTO
ACT_MADNESS_IDLE
ACT_MADNESS_GETOUT
ACT_MELEE_ATTACK_HEAVY
ACT_ONEHANDED_CROUCH_IDLE
ACT_PANIC_RUN
ACT_PANIC_RUN_TRIP
ACT_PANIC_RUN_LOOKLEFT
ACT_PANIC_RUN_LOOKRIGHT
ACT_PARTY_TALK_IDLE
ACT_PARTY_LAUGH
ACT_PARTY_LISTEN_IDLE
ACT_PAY_PHONE_PICKUP
ACT_PAY_PHONE_IDLE
ACT_PAY_PHONE_HANGUP
ACT_PISS_INTO
ACT_PISS_IDLE
ACT_PISS_OUTOF
ACT_POLE_DANCE
ACT_PRAYING_BEGIN
ACT_PRAYING_IDLE
ACT_PRAYING_END
ACT_PRESENCE_DAZED
ACT_RANT_WAVE
ACT_RANGE_ATTACK1
ACT_RANGE_ATTACK2
ACT_SITBACK_IDLE_LEFT
ACT_SITBACK_IDLE_LEFT_DEEP
ACT_SITBACK_IDLE_RIGHT
ACT_SITBACK_IDLE_RIGHT_DEEP
ACT_SITBACK_LEFT
ACT_SITBACK_LEFT_DEEP
ACT_SITBACK_RIGHT
ACT_SITBACK_RIGHT_DEEP
ACT_SITBACK_UPFAST_LEFT
ACT_SITBACK_UPFAST_LEFT_DEEP
ACT_SITBACK_UPFAST_RIGHT
ACT_SITBACK_UPFAST_RIGHT_DEEP
ACT_SIT
ACT_SNARL
ACT_SIT_BARSTOOL_INTO
ACT_SIT_BARSTOOL_IDLE
ACT_SIT_BARSTOOL_OUTOF
ACT_SITFORWARD_IDLE_LEFT
ACT_SITFORWARD_IDLE_LEFT_DEEP
ACT_SITFORWARD_IDLE_RIGHT
ACT_SITFORWARD_IDLE_RIGHT_DEEP
ACT_SITFORWARD_LEFT
ACT_SITFORWARD_LEFT_DEEP
ACT_SITFORWARD_RIGHT
ACT_SITFORWARD_UPFAST_LEFT
ACT_SITFORWARD_UPFAST_LEFT_DEEP
ACT_SITFORWARD_UPFAST_RIGHT
ACT_SITFORWARD_UPFAST_RIGHT_DEEP
ACT_SLEEP_FALL_INTO
ACT_SLEEP_IDLE
ACT_SLEEP
ACT_SLEEP_GETUP
ACT_SOBBING_PRE_INTO
ACT_SOBBING_INTO
ACT_DISPOSITION_CRYING
ACT_SOBBING_IDLE
ACT_SOBBING_GETOUT
ACT_TECH
ACT_TOOL_HACKPANEL
ACT_TOOL_KEYBOARD
ACT_TWOHANDED_CROUCH_IDLE
ACT_VM_BOTCH
ACT_VM_DRAW
ACT_VM_DRYFIRE
ACT_VM_EMPTIED
ACT_VM_FIDGET
ACT_VM_HOLSTER
ACT_VM_IDLE
ACT_VM_IDLE_EMPTY
ACT_VM_PRIMARYATTACK
ACT_VM_RELOAD
ACT_VM_RELOAD2
ACT_VM_TOPRIMARY1
ACT_VM_TOPRIMARY2
ACT_VOMIT_INTO
ACT_VOMIT_IDLE
ACT_WALL_LEAN_IDLE
ACT_WALL_LEAN_INTO
ACT_WALL_LEAN_OUTOF
ACT_VOMIT_GETOUT
ACT_WHISTLING_FIDGET
ACT_WHISTLING_IDLE
ACT_WINE_DRINK
------------------------------------------------------------------------
-------
J. > > > > Console Variables and Commands
------------------------------------------------------------------------
-------
_restart : cmd : :
_setrenderer : cmd : :
_setvideomode : cmd : :
adsp_alley_min : 122 : :
adsp_courtyard_min : 126 : :
adsp_debug : 0 : , a :
adsp_door_height : 112 : :
adsp_duct_min : 106 : :
adsp_hall_min : 110 : :
adsp_low_ceiling : 108 : :
adsp_opencourtyard_min : 126 : :
adsp_openspace_min : 130 : :
adsp_openstreet_min : 118 : :
adsp_openwall_min : 130 : :
adsp_room_min : 102 : :
adsp_street_min : 118 : :
adsp_tunnel_min : 114 : :
adsp_wall_height : 128 : :
ai_disable : cmd : : Bi-passes all AI logic routines and puts all NPCs
into their idle animations. Can be used to get NPCs out of your way and
to test effect of AI logic routines on frame rate
ai_moveprobe_debug : 0 : , sv :
ai_node_graph_built : cmd : :
ai_nodes : cmd : : Toggles node display. First call displays the nodes
for the given network as green objects. Second call displays the nodes
and their IDs. Nodes are color coded as follows: Green - ground node
Cyan - air node Magenta - climb node Grey - node not available for
selected hull size Orange - node currently locked
ai_norebuildgraph : 0 : , sv :
ai_report_task_timings_on_limit : 1 : , a, sv :
ai_show_hull : cmd : : Displays the allowed hulls between each node for
the currently selected hull type. Hulls are color code as follows: Green
- ground movement Blue - jumping movement Cyan - flying movement Magenta
- climbing movement Arguments: -none-
ai_think_limit_label : 1 : , a, sv :
alias : cmd : :
+alt1 : cmd : :
-alt1 : cmd : :
andrei_force_awaken : 0 : , sv :
andrei_force_charge_attack : 0 : , sv :
andrei_force_jump_attack : 0 : , sv :
andrei_force_player_collision : 0 : , sv :
asianvamp_force_jump_up : 0 : , sv :
+attack : cmd : :
-attack : cmd : :
+attack2 : cmd : :
-attack2 : cmd : :
autosave : cmd : :
autosave_on : 1 : :
autosave_time_delay : 300 : :
+back : cmd : :
-back : cmd : :
bc_fade : 0 : , cl :
bc_ground : 1 : , cl :
bc_override : 0 : , cl :
begin : cmd : :
bgmvolume : 1 : , a :
bind : cmd : :
BindToggle : cmd : :
box : cmd : :
+break : cmd : :
-break : cmd : :
brightness : 1 : , a :
buddha : cmd : : Toggle. Player takes damage but won't die. (Shows red
cross when health is zero)
buildcubemaps : cmd : :
c_maxdistance : 200 : , a, cl :
c_maxpitch : 90 : , a, cl :
c_maxyaw : 135 : , a, cl :
c_mindistance : 30 : , a, cl :
c_minpitch : 0 : , a, cl :
c_minyaw : -135 : , a, cl :
c_orthoheight : 100 : , a, cl :
c_orthowidth : 100 : , a, cl :
cam_collide : 1 : , cl :
cam_command : 0 : , cl :
cam_fadeend : 18 : , cl :
cam_fadestart : 32 : , cl :
cam_idealdist : 85 : , cl :
cam_idealpitch : 0 : , cl :
cam_idealyaw : 0 : , cl :
cam_snapto : 0 : , cl :
cam_targetangle : 15 : , cl :
cam_trace_radius : 9 : , cl :
cam_yaw : 0 : , cl :
camdead_forward_base : -50 : , cl :
camdead_forward_pow : 1 : , cl :
+camdistance : cmd : :
-camdistance : cmd : :
camera_fov : -1 : , cl :
camera_ignore : 0 : , cl :
camera_prefs : 7 : , a, cl :
camera_showdebug : 0 : , sv :
camera_weaponswitch : 1 : , a, cl :
camfeed_forward_base : -50 : , cl :
camfeed_forward_pow : 0 : , cl :
camfeed_pitch : 80 : , cl :
camfeed_pitch_max : 60 : , cl :
camfeed_pitch_min : 0 : , cl :
camfeed_pitch_pow1 : 2 : , cl :
camfeed_pitch_pow2 : 0 : , cl :
camfeed_roll : 0 : , cl :
camfeed_yaw : 50 : , cl :
camfeed_yaw_end : 2 : , cl :
+camin : cmd : :
-camin : cmd : :
+cammousemove : cmd : :
-cammousemove : cmd : :
camortho : cmd : :
+camout : cmd : :
-camout : cmd : :
+campitchdown : cmd : :
-campitchdown : cmd : :
+campitchup : cmd : :
-campitchup : cmd : :
camseduct_forward_base : -40 : , cl :
camseduct_forward_pow : 0 : , cl :
camseduct_forward_powm1 : -7 : , cl :
camseduct_forward_powm2 : 1 : , cl :
camseduct_pitch : 10 : , cl :
camseduct_pitch_max : 60 : , cl :
camseduct_pitch_max1 : 8 : , cl :
camseduct_pitch_max2 : 0 : , cl :
camseduct_pitch_min : 0 : , cl :
camseduct_roll : 0 : , cl :
camseduct_speedmult : 1 : , cl :
camseduct_yaw : -58 : , cl :
camseduct_yaw_pow : 1 : , cl :
camseduct_yaw_pow_end : 1 : , cl :
+camyawleft : cmd : :
-camyawleft : cmd : :
+camyawright : cmd : :
-camyawright : cmd : :
cancelselect : cmd : :
cdamp_hookesconstant : 4 : , cl :
cdamp_hookesconstantwall : 15 : , cl :
cdamp_maxdist : 50 : , cl :
cdamp_on : 1 : , cl :
cdamp_springlength : 0 : , cl :
centerview : cmd : :
changbros_force_ledge_attack : 0 : , sv :
changbros_force_teleport : 0 : , sv :
changbros_force_united_attack : 0 : , sv :
changelevel : cmd : :
changelevel2 : cmd : :
+chareditor : cmd : :
-chareditor : cmd : :
chareditor : cmd : :
chooseteam : cmd : :
cl_alwayscopyframebuffertotexture : 1 : , cl :
cl_anglespeedkey : 0 : , cl :
cl_backspeed : 400 : , a, cl :
cl_bob : 0 : , cl :
cl_bobcycle : 0 : , cl :
cl_bobup : 0 : , cl :
cl_cinebar_fuzz : 0 : , cl :
cl_cinebar_power : 3 : , cl :
cl_cinebar_time : 0 : , cl :
cl_copyframebuffertotexture : 1 : , cl :
cl_deltatrace : 0 : : For debugging, print entity creation/deletion info
to console.
cl_drawleaf : -1 : , cl :
cl_drawshadowtexture : 0 : , cl :
cl_ejectbrass : 1 : , cl :
cl_force_cinebar : -1 : , cl :
cl_forceviewcenter : 0 : , cl :
cl_forwardspeed : 400 : , a, cl :
cl_gg : 0 : :
cl_hud : cmd : :
cl_hud_bloodbar : 0 : , cl :
cl_hud_health : 0 : , cl :
cl_idealpitchscale : 0 : , a, cl :
cl_leveloverview : 0 : , cl :
cl_meleecircle : 0 : , cl :
cl_meleefaceattack : 1 : , cl :
cl_mouseenable : 1 : , cl :
cl_obfuscate_daylight : 0 : , cl :
cl_obfuscate_nightvision : 20 : , cl :
cl_overlay_bloodshield_blur : 0 : , cl :
cl_overlay_bloodshield_scale : 0 : , cl :
cl_overlay_celerity_expand_scale : 0 : , cl :
cl_overlay_celerity_intensity_scale : 0 : , cl :
cl_overlay_noise_lightblend : 0 : , cl :
cl_overlay_noise_lightblur : 0 : , cl :
cl_overlay_obfuscate_blur : 0 : , cl :
cl_overlay_obfuscate_scale : 0 : , cl :
cl_overlay_redvision_blur_radius : 0 : , cl :
cl_overlay_redvision_dx6 : 85 : , cl :
cl_overlay_redvision_expand : 0 : , cl :
cl_overlay_redvision_intensity : 1 : , cl :
cl_overlayframebuffer : 0 : , cl :
cl_pitchdown : 89 : , cl :
cl_pitchspeed : 225 : , cl :
cl_pitchup : 89 : , cl :
cl_ragdoll_collide : 0 : , cl :
cl_reportskybox : 0 : , cl :
cl_rollangle : 2 : , cl :
cl_rollspeed : 200 : , cl :
cl_SetupAllBones : 0 : , cl :
cl_show_client_particles : 0 : , cl :
cl_showents : cmd : :
cl_ShowSunVectors : 0 : , cl :
cl_sidespeed : 400 : , cl :
cl_simpleshadows : 0 : , cl :
cl_softshadows : 1 : , cl :
cl_upspeed : 320 : , a, cl :
cl_v_bump_mapping : 1 : , a, cl :
cl_v_combat_effects : 1 : , a :
cl_v_gamma : 1 : , a :
cl_v_geometric_detail : 5 : , a, cl :
cl_v_image_quality : 1 : , a, cl :
cl_v_lighting : 0 : , a, cl :
cl_v_shadow_count : 2 : , a, cl :
cl_v_shadows : 3 : , a, cl :
cl_view : cmd : :
cl_waterdist : 4 : , cl :
cl_yawspeed : 210 : , cl :
clanchangedone : cmd : :
clear : cmd : :
clientport : 27005 : :
clip : 1 : :
clip_x : 0 : , cl :
clip_y : 0 : , cl :
clip_z : 0 : , cl :
cm_anyhit : 1 : :
cmd : cmd : :
collision_shake_amp : 0 : , sv :
collision_shake_freq : 0 : , sv :
collision_shake_time : 0 : , sv :
combat_debug_stats : 0 : , sv :
+commandermousemove : cmd : :
-commandermousemove : cmd : :
con_fastmode : 1 : :
con_trace : 0 : :
connect : cmd : :
contimes : cmd : :
coop : 0 : , nf :
CreateHairball : cmd : :
createplayer : cmd : :
credits : cmd : :
credits_scrollrate : 30 : , cl :
crosshair : 1 : , a, cl :
crosshair_rot : 0 : , cl :
cvarlist : cmd : :
deathmatch : 0 : , nf :
debug_allow_melee_ff : 0 : , sv :
debug_deafzone_disable : 0 : , sv :
debug_defense_level : 0 : , sv : Set > 0 to override dice rolled for all
defense checks.
debug_explosion_trace : 0 : , sv :
debug_force_scale : 3 : , sv :
debug_forced_bullet_damage : -1 : , sv :
debug_lightatpoint : 0 : :
debug_melee_frenzy_speed_scale : 1 : , sv :
debug_physics_drag_dist : 64 : , sv :
debug_physics_lift_height : 20 : , sv :
debug_physics_throw_velocity : 20 : , sv :
debug_ratfeed_drawcone : 0 : , sv :
debug_slow_idle_yaw_speed : 20 : , sv :
debug_slow_walk_yaw_speed : 25 : , sv :
debug_tentacle_mask : -1 : , sv :
decalfrequency : 30 : , sv :
default_clan : 0 : , a, sv :
default_fov : 75 : , cl :
default_gender : 1 : , a, sv :
defense_bonus_cap : 10 : , sv :
defense_bonus_max_time : 3 : , sv :
demos : cmd : :
developer : 0 : :
dialog_line_numbers : 0 : , sv :
dialog_report_dependency_tests : 0 : , sv :
dialog_report_event_scripts : 0 : , sv :
dialog_start : 0 : , sv :
differences : cmd : :
disable_expressions : 0 : , sv :
disconnect : cmd : :
disp_dynamic : 0 : :
disp_modlimit : 80 : :
disp_modlimit_down : 20 : :
disp_modlimit_up : 80 : :
disp_numiterations : 1 : :
dispcoll_drawplane : 0 : , sv :
displaysoundlist : 0 : , sv :
dlghist : cmd : :
dlgscrldn : cmd : :
dlgscrlup : cmd : :
draw_hud : 1 : , cl :
dropclient : cmd : :
dropitem : cmd : :
dsp_automatic : 0 : :
dsp_clearstate : cmd : :
dsp_db_min : 70 : :
dsp_db_mixdrop : 0 : :
dsp_dist_max : 1440 : , a :
dsp_dist_min : 0 : , a :
dsp_facingaway : 0 : :
dsp_mix_max : 0 : :
dsp_mix_min : 0 : :
dsp_on : 0 : , a :
dsp_ontrans_clearstate : 1 : , a :
dsp_player : 0 : :
dsp_reload : cmd : :
dsp_room : 0 : :
dsp_spatial : 40 : :
dsp_speaker : 39 : :
dsp_stereo : 0 : , a :
dsp_voice_max : 0 : :
dsp_voice_scalar : 0 : :
dsp_water : 14 : :
dtwarning : 0 : :
dtwatchent : -1 : :
dtwatchvar : 0 : :
+duck : cmd : :
-duck : cmd : :
dump_activity_lists : cmd : :
dump_disposition_table : cmd : :
dump_experience_table : cmd : :
dump_expression_table_names : cmd : :
dump_quest_table : cmd : :
dumpstringtables : cmd : :
echo : cmd : :
endmovie : cmd : :
ent_absbox : cmd : : Displays the total bounding box for the given
entity(s) in green. Some entites will also display entity specific
overlays. Arguments: {entity_name} / {class_name} / no argument picks
what player is looking at
ent_bbox : cmd : : Displays the movement bounding box for the given
entity(ies) in orange. Some entites will also display entity specific
overlays. Arguments: {entity_name} / {class_name} / no argument picks
what player is looking at
ent_break : cmd : :
ent_condition : cmd : : Displays condition info (See Overlay Text)
Arguments: {entity_name} / {class_name} / no argument picks what player
is looking at
ent_debugkeys : 0 : , sv :
ent_developer : 0 : :
ent_name : cmd : :
ent_rbox : cmd : : Displays the total bounding box for the given
entity(s) in green. Some entites will also display entity specific
overlays. Arguments: {entity_name} / {class_name} / no argument picks
what player is looking at
ent_step : cmd : : When 'ent_pause' is set this will step through one
waiting input / output message at a time.
ent_toggledebugstats : cmd : :
ent_trace : cmd : : Writes the overlay text to the debug window (See
Overlay Text) Arguments: {entity_name} / {class_name} / no argument
picks what player is looking at
entity_debug_stats : 1 : , sv :
envmap : cmd : :
escape : cmd : :
exec : cmd : :
exit : cmd : :
fadein : cmd : : fadein {time r g b}: Fades the screen in from black or
from the specified color over the given number of seconds.
fakelag : 0 : :
fakeloss : 0 : :
+feed : cmd : :
-feed : cmd : :
feedvision : 0 : , cl :
find : cmd : :
fire_absorbrate : 3 : , sv :
fire_dmgbase : 1 : , sv :
fire_dmginterval : 3 : , sv :
fire_dmgscale : 0 : , sv :
fire_extabsorb : 5 : , sv :
fire_extscale : 12 : , sv :
fire_growthrate : 1 : , sv :
fire_heatscale : 1 : , sv :
fire_incomingheatscale : 0 : , sv :
fire_maxabsorb : 50 : , sv :
fire_showvolume : 0 : , sv :
firetarget : cmd : :
firstperson : cmd : :
flex_maxawaytime : 1 : , sv :
flex_maxplayertime : 7 : , sv :
flex_minawaytime : 0 : , sv :
flex_minplayertime : 5 : , sv :
flex_rules : 1 : , a, cl :
flood_terminal : 0 : , cl :
fog_clip : -1 : , cl :
fog_color : -1 : , cl :
fog_colorskybox : -1 : , cl :
fog_enable : 1 : , cl :
fog_enableskybox : 1 : , cl :
fog_end : -1 : , cl :
fog_endskybox : -1 : , cl :
fog_override : 0 : , cl :
fog_start : -1 : , cl :
fog_startskybox : -1 : , cl :
footstep_heavy_dist : 512 : , a, sv :
footstep_heavy_vol : 0 : , a, sv :
footstep_normal_dist : 256 : , a, sv :
footstep_normal_vol : 0 : , a, sv :
footstep_npc_use_templates : 1 : , sv :
force_centerview : cmd : :
+forward : cmd : :
-forward : cmd : :
ft_node_dmg_radius : 12 : , sv :
fullinfo : cmd : :
g_debug_physcannon : 0 : , sv :
game_speeds : 0 : :
gamma : 2 : :
gl_clear : 0 : , cl :
+graph : cmd : :
-graph : cmd : :
grenade_lightdecay : 2000 : , sv :
grenade_lighttime : 3 : , sv :
haunted_break_speed : 150 : , sv :
heartbeat : cmd : :
help : cmd : :
hengeyokai_stun : 0 : , sv :
hidebarter : cmd : :
hidecharwizard : cmd : :
hideconsole : cmd : :
hidegameuiwindows : cmd : :
hidehotkeys : cmd : :
hidehud : 0 : , cl :
hideiteminfo : cmd : :
hidemapscreen : cmd : :
hidemodels : 0 : :
hideteam : cmd : :
hisound : 0 : , a :
holster : cmd : :
host_framerate : 0 : :
host_map : 0 : :
host_profile : 0 : :
host_speeds : 0 : :
host_timescale : 1 : :
hostname : 0 : :
hostport : 0 : :
hpkextract : cmd : :
hpklist : cmd : :
hpkremove : cmd : :
hpkval : cmd : :
hud_drawhistory_time : 5 : , cl :
hud_fastswitch : 0 : , a, cl :
hud_saytext_time : 12 : , cl :
ic_arr_x : 950 : , cl :
ic_arr_y : 20 : , cl :
ic_bg_x : 886 : , cl :
ic_bg_y : 20 : , cl :
ic_yaw : 0 : , cl :
impulse : cmd : :
incrementvar : cmd : :
info : cmd : :
infobar_message : cmd : :
invnext : cmd : :
invprev : cmd : :
ip : 0 : :
ip_clientport : 0 : :
ip_hostport : 0 : :
+jlook : cmd : :
-jlook : cmd : :
joyadvanced : 0 : , cl :
joyadvancedupdate : cmd : :
joyadvaxisr : 0 : , cl :
joyadvaxisu : 0 : , cl :
joyadvaxisv : 0 : , cl :
joyadvaxisx : 0 : , cl :
joyadvaxisy : 0 : , cl :
joyadvaxisz : 0 : , cl :
joyforwardsensitivity : -1 : , cl :
joyforwardthreshold : 0 : , cl :
joyname : 0 : , cl :
joypitchsensitivity : 1 : , cl :
joypitchthreshold : 0 : , cl :
joysidesensitivity : -1 : , cl :
joysidethreshold : 0 : , cl :
joystick : 0 : , a, cl :
joywwhack1 : 0 : , cl :
joywwhack2 : 0 : , cl :
joyyawsensitivity : -1 : , cl :
joyyawthreshold : 0 : , cl :
+jump : cmd : :
-jump : cmd : :
kick : cmd : :
killserver : cmd : :
+klook : cmd : :
-klook : cmd : :
lastinv : cmd : :
+left : cmd : :
-left : cmd : :
light_crosshair : cmd : :
linearFrameBuffer : 0 : :
linefile : cmd : :
list : cmd : :
load : cmd : :
lod_Enable : 1 : , cl :
lod_TransitionDist : 400 : , cl :
log_character : cmd : :
logaddress : cmd : : Set the IP address and port to which to log server
messages.
+lookdown : cmd : :
-lookdown : cmd : :
lookspring : 0 : , a, cl :
lookstrafe : 0 : , a, cl :
+lookup : cmd : :
-lookup : cmd : :
lservercfgfile : 0 : , sv :
manbat_delta : 600 : , sv :
manbat_screech_always : 0 : , sv :
manbat_stun : 0 : , sv :
map_noareas : 0 : :
mapcyclefile : 0 : , sv :
mat_bufferprimitives : 1 : :
mat_bumpbasis : 0 : :
mat_bumpmap : 1 : :
mat_clipz : 1 : , cl :
mat_compressedtextures : 1 : , a :
mat_crosshair : cmd : :
mat_debug : cmd : :
mat_depthbias_decal : -262144 : :
mat_depthbias_normal : 0 : :
mat_diffuse : 1 : :
mat_drawflat : 0 : :
mat_drawwater : 1 : , cl :
mat_dynamicload : 0 : :
mat_envmapsize : 128 : :
mat_envmaptgasize : 32 : :
mat_fillrate : 0 : :
mat_filterlightmaps : 1 : :
mat_filtertextures : 1 : :
mat_forcedynamic : 0 : :
mat_forcehardwaresync : 1 : :
mat_fullbright : 0 : :
mat_info : cmd : :
mat_leafvis : 0 : :
mat_lightback : 0 : :
mat_lightmapsonly : 0 : :
mat_lightpasses : 1 : :
mat_loadtextures : 1 : :
mat_luxels : 0 : :
mat_maxframelatency : 1 : :
mat_measurefillrate : 0 : :
mat_mipmaptextures : 1 : :
mat_normalmaps : 0 : :
mat_normals : 0 : :
mat_overbright : 2 : , a :
mat_picmip : 0 : , a :
mat_polyoffset : 4 : , a :
mat_proxy : 0 : :
mat_reloadmaterials : cmd : :
mat_reloadtextures : cmd : :
mat_reversedepth : 0 : :
mat_shadowstate : 1 : :
mat_showbadnormals : 0 : :
mat_showlightmappage : -1 : :
mat_showlowresimage : 0 : :
mat_showmaterials : cmd : :
mat_showmiplevels : 0 : :
mat_showtextures : cmd : :
mat_showwatertextures : 0 : , cl :
mat_slopescaledepthbias_decal : 0 : :
mat_slopescaledepthbias_normal : 0 : :
mat_softwarelighting : 0 : :
mat_softwareskin : 0 : :
mat_specular : 1 : :
mat_suppress : cmd : :
mat_trilinear : 1 : :
mat_waterdebug : 0 : , cl :
mat_wireframe : 0 : :
mcache : cmd : :
melee_swing_completion_percent : 0 : , sv :
melee_swish_sound_time_offset : 0 : , sv :
meleedebug : 0 : , sv :
mem_dbgfile : 0 : :
+mlook : cmd : :
-mlook : cmd : :
mm_resetparticles : cmd : :
mm_verbose : 0 : , cl :
modelpanel_light_ang1 : 1 : , cl : Blah
modelpanel_light_ang2 : 1 : , cl : Blah
modelpanel_light_x : 60 : , cl : Blah
modelpanel_light_y : 30 : , cl : Blah
modelpanel_light_z : 60 : , cl : Blah
money : 1 : , cl :
+movedown : cmd : :
-movedown : cmd : :
+moveleft : cmd : :
-moveleft : cmd : :
movement_debug_stats : 0 : , sv :
+moveright : cmd : :
-moveright : cmd : :
+moveup : cmd : :
-moveup : cmd : :
mp_allowNPCs : 1 : , sv :
mp_autocrosshair : 1 : , sv :
mp_decals : 300 : , a :
mp_defaultteam : 0 : , sv :
mp_falldamage : 0 : , sv :
mp_footsteps : 1 : , sv :
mp_forcerespawn : 1 : , sv :
mp_fraglimit : 0 : , sv :
mp_friendlyfire : 0 : , sv :
mp_logecho : 1 : :
mp_logfile : 1 : :
mp_teamlist : 0 : , sv :
mp_teamoverride : 1 : , sv :
mp_teamplay : 0 : , sv :
mp_timelimit : 0 : , sv :
mp_weaponstay : 0 : , sv :
muzzleflash_light : 1 : , a, cl :
net_address : 0 : :
net_graphheight : 64 : , cl :
net_graphpos : 1 : , a, cl :
net_graphsolid : 1 : , a, cl :
net_graphwidth : 192 : , a, cl :
net_scale : 5 : , a, cl :
net_showdrop : 0 : : Show dropped packets in console
new : cmd : :
newscaster_debug : 0 : , sv :
nosradar_flash_speed : 8 : , cl :
nosradar_max_strike_dist : 190 : , cl :
nosradar_min_strike_dist : 80 : , cl :
npc_create : cmd : : Creates an NPC of the given type where the player
is looking (if the given NPC can actually stand at that location). Note
that this only works for npc classes that are already in the world. You
can not create an entity that doesn't have an instance in the level.
Arguments: {npc_class_name}
npc_create_equipment : 0 : , sv :
npc_door_test : cmd : : Gets a door's open data and draws info about it.
Arguments: {entity_name} / {class_name} / no argument picks what player
is looking at.
npc_focus : cmd : : Displays red line to NPC's enemy (if has one) and
blue line to NPC's target entity (if has one) Arguments: {npc_name} /
{npc class_name} / no argument picks what player is looking at
npc_go : cmd : : Selected NPC(s) will go to the location that the player
is looking (shown with a purple box) Arguments: -none-
npc_go_random : cmd : : Sends all selected NPC(s) to a random node.
Arguments: -none-
npc_hit_buildup_amount : 2 : , sv :
npc_motiontrailscale : 4 : , cl :
npc_nearest : cmd : : Draw's a while box around the NPC(s) nearest node
Arguments: {entity_name} / {class_name} / no argument picks what player
is looking at
npc_removeall : cmd : : finds and removes every NPC entity on the map
npc_reset : cmd : : Reloads schedules for all NPC's from their script
files Arguments: -none-
npc_viewcone : cmd : : Displays the viewcone of the NPC (where they are
currently looking and what the extents of there vision is) Arguments:
{entity_name} / {class_name} / no argument picks what player is looking
at
npc_vphysics : 0 : , sv :
packfiles : cmd : :
particle_refresh : cmd : :
particle_scale : 1 : , a, nf, sv :
particles_disable_cull : 0 : :
particles_disable_rendering : 0 : :
particles_disable_updates : 0 : :
particles_dump : 0 : :
particles_enable_precipitation : 1 : , a :
particles_force_cull : 0 : :
particles_label : 0 : :
pausable : 1 : , nf :
pause : cmd : :
perf_depthcomplexity : 5 : :
perf_disptoworldtriratio : 4 : :
perf_maxhiendmodeltris : 75000 : :
perf_maxlightmapmemory : 6 : :
perf_maxmisctris : 1500 : :
perf_maxmodelmemory : 16 : :
perf_maxtexturememory : 90 : :
perf_maxworldtris : 4000 : :
perf_newtexturememory : 1 : :
perf_scenetexhiend : 3 : :
perf_scenetexlowend : 2 : :
perf_warninglevel : 0 : :
perf_worldtexhiend : 15 : :
perf_worldtexlowend : 4 : :
phoneme_delay : 0 : , a, cl :
phonemefilter_max : 0 : , a, cl :
phonemefilter_min : 0 : , a, cl :
phys_pushscale : 1 : , sv :
phys_swap : cmd : :
phys_timescale : 1 : , sv :
physcannon_ball_cone : 0 : , sv :
physcannon_chargetime : 2 : , sv :
physcannon_cone : 0 : , sv :
physcannon_launch_multiplier : 0 : , sv :
physcannon_lob_maxforce : 650 : , sv :
physcannon_lob_maxweight : 5 : , sv :
physcannon_maxforce : 1500 : , sv :
physcannon_maxmass : 250 : , sv :
physcannon_mega_pullforce : 8000 : , sv :
physcannon_mega_tracelength : 750 : , sv :
physcannon_minforce : 700 : , sv :
physcannon_pullforce : 4000 : , sv :
physcannon_tracelength : 80 : , sv :
physicsshadowupdate_render : 0 : , sv :
picker : cmd : : Toggles 'picker' mode. When picker is on, the bounding
box, pivot and debugging text is displayed for whatever entity the
player is looking at. Arguments: -none-
ping : cmd : :
pingservers : cmd : :
player_damage_kick_scalar : 0 : , sv :
player_immobilize : cmd : :
player_mobilize : cmd : :
player_stopuse : cmd : : kicks the player out from what they are using
player_throwforce : 1000 : , sv :
player_use_arc : 30 : , sv :
playgamesound : cmd : : Play a sound from the game sounds txt file
port : 27015 : :
pref_modelscalabilityfactor : 6 : :
prespawn : cmd : :
print_client_viewmodel_info : cmd : :
print_flex_rules : 0 : , a, cl :
print_flex_weights : 0 : , a, cl :
projectile_lightdecay : 2000 : , sv :
projectile_lighttime : 3 : , sv :
prop_crosshair : cmd : :
py_tattle : 0 : , sv :
+questlog : cmd : :
-questlog : cmd : :
questlog : cmd : :
quit : cmd : :
r_3dnow : cmd : :
r_anamorphic : 0 : , a :
r_avglight : 1 : :
r_avglightmap : 0 : :
r_ClipAreaPortals : 1 : :
r_cloth : 1 : :
r_colorstaticprops : 0 : :
r_decals : 4096 : :
r_decaltarget : 1500 : :
r_disable_highlight : 0 : , cl :
r_DispBuildable : 0 : :
r_DispDrawAxes : 0 : :
r_DispEnableLOD : 0 : :
r_DispLockLOD : 0 : :
r_DispRadius : 500 : :
r_DispSetLOD : 0 : :
r_DispTolerance : 5 : :
r_DispUpdateAll : 0 : :
r_DispWalkable : 0 : :
r_DoCovertTransitions : 0 : , cl :
r_DrawBeams : 1 : , cl :
r_drawbrushmodels : 1 : :
r_drawdecals : 1 : :
r_DrawDetailProps : 1 : , cl :
r_DrawDisp : 1 : :
r_drawentities : 1 : :
r_drawleaf : -1 : :
r_drawlights : 0 : :
r_drawmrmmodels : 1 : , cl :
r_drawopaquerenderables : 1 : , cl :
r_drawopaqueworld : 1 : , cl :
r_DrawPortals : 0 : :
r_drawropes : 1 : , cl :
r_drawskybox : 1 : :
r_DrawSpecificStaticProp : -1 : :
r_drawsprites : 1 : , cl :
r_drawstaticprops : 1 : :
r_drawtranslucentrenderables : 1 : , cl :
r_drawtranslucentworld : 1 : :
r_drawviewmodel : 1 : , cl :
r_drawwatersurface : 1 : , cl :
r_drawworld : 1 : :
r_dynamic : 1 : :
r_eyegloss : 1 : , a :
r_eyemove : 1 : , a :
r_eyes : 1 : :
r_eyeshift_x : 0 : , a :
r_eyeshift_y : 0 : , a :
r_eyeshift_z : 0 : , a :
r_eyesize : 0 : , a :
r_flex : 1 : :
r_ForceRestore : 0 : :
r_frustumcullworld : 1 : :
r_glowfadein : 0 : , cl :
r_glowfadeout : 0 : , cl :
r_lightdebug : 0 : :
r_lightmap : -1 : :
r_lightmapcolorscale : 1 : :
r_lightstyle : -1 : :
r_lightupdate : 0 : :
r_lockpvs : 0 : :
r_lod : -1 : :
r_lod_noupdate : 0 : :
r_maxmodeldecal : 50 : :
r_maxnewsamples : 6 : :
r_maxsampledist : 128 : :
r_minnewsamples : 3 : :
r_mmx : cmd : :
r_modelwireframedecal : 0 : :
r_multipasslight : 1 : :
r_nohw : 0 : :
r_noisealpha : 19 : , cl :
r_noisefps : 22 : , cl :
r_noisescale : 0 : , cl :
r_norefresh : 0 : :
r_nosw : 0 : :
r_novis : 0 : :
r_occlusionglow : 1 : , cl :
r_onlylight : -1 : :
r_overlaywireframe : 0 : :
r_pos : 0 : :
r_radiosity : 2 : :
r_screendelaymax : 0 : , cl :
r_shadowcolor : cmd : :
r_shadowdir : cmd : :
r_shadowlod : -1 : :
r_shadowlodbias : 2 : :
r_shadows : 1 : :
r_shadowwireframe : 0 : :
r_showenvcubemap : 0 : :
r_skin : 0 : :
r_snapportal : -1 : :
r_speeds : 0 : :
r_speedsquiet : 0 : , a :
r_spewleaf : 0 : :
r_sse : cmd : :
r_sse2 : cmd : :
r_staticlighting : 1 : :
r_staticpropids : 0 : :
r_staticpropmodels : 0 : :
r_teeth : 1 : :
r_traceglow : 0 : , cl :
r_traceglowbackoff : 16 : , cl :
r_traceglowfast : 1 : , cl :
r_useambientcube : 1 : :
r_viewcubemap : 0 : , cl :
r_viewcubemapsize : 96 : , a, cl :
r_watercullenable : 0 : , cl :
r_watercullheight : 25 : , cl :
r_worldlightmin : 0 : :
r_worldlights : 2 : :
rat_feed_arc : 90 : , sv :
rat_feed_radius : 120 : , sv :
rate : 2500 : , a : Bytes per second max that the server can send you
data
raw_attack_value_forced : -1 : , sv :
rcon : cmd : :
rcon_password : 0 : :
reconnect : cmd : :
+reload : cmd : :
-reload : cmd : :
reload : cmd : :
remove_discipline_effects : cmd : :
remove_extraneous_entities : cmd : :
reset_character_collide : cmd : :
restart : cmd : :
retry : cmd : :
revert : cmd : :
+right : cmd : :
-right : cmd : :
room_delay : 0 : :
room_dlylp : 1 : :
room_feedback : 0 : :
room_left : 0 : :
room_lp : 0 : :
room_mod : 0 : :
room_off_l : 0 : :
room_refl : 0 : :
room_rvblp : 1 : :
room_size : 0 : :
room_type : 0 : :
room_type_l : 0 : :
rope_drawlines : 0 : , cl :
rope_shake : 0 : , cl :
save : cmd : :
say : cmd : :
say_team : cmd : :
scarednpc_count : 3 : , sv :
scarednpc_time : 180 : , sv :
scr_centertime : 2 : , cl :
scr_connectmsg : 0 : :
scr_connectmsg1 : 0 : :
scr_connectmsg2 : 0 : :
scr_conspeed : 600 : :
scr_downloading : -1 : :
scr_printspeed : 8 : , cl :
screenshot : cmd : :
seasick : cmd : :
sensitivity : 9 : , a, cl : Mouse sensitivity.
servercfgfile : 0 : , sv :
setinfo : cmd : :
setmaster : cmd : :
setpause : cmd : :
shake : cmd : :
shaky_hands : cmd : :
sheriff_force_teleport : 0 : , sv :
showbarter : cmd : :
showcharwizard : cmd : :
showhotkeys : cmd : :
showinventory : cmd : :
showiteminfo : cmd : :
showloadgame : cmd : :
showloot : cmd : :
showmapscreen : cmd : :
showsavegame : cmd : :
showsewermapscreen : cmd : :
showtraces : 0 : :
showtriggers : 0 : , sv :
+showvprof : cmd : :
-showvprof : cmd : :
sk_basenpctroika_health : 10 : , sv :
sk_bullseye_health : 35 : , sv :
sk_crow_health : 5 : , sv :
sk_crow_melee_dmg : 0 : , sv :
sk_generic_npc_bathack_health : 10 : , sv :
sk_generic_npc_health : 10 : , sv :
sk_max_anaconda_round : 198 : , sv :
sk_max_bloodpack_round : 9 : , sv :
sk_max_bluebloodpack_round : 9 : , sv :
sk_max_buckshot : 30 : , sv :
sk_max_crossbow_bolt : 36 : , sv :
sk_max_deserteagle_round : 288 : , sv :
sk_max_eldervitaepack_round : 3 : , sv :
sk_max_flamethrower_round : 150 : , sv :
sk_max_glock_17c_round : 360 : , sv :
sk_max_grenade : 0 : , sv :
sk_max_ithica_m37_round : 90 : , sv :
sk_max_large_round : 150 : , sv :
sk_max_mac10_round : 390 : , sv :
sk_max_medium_round : 150 : , sv :
sk_max_remington_round : 20 : , sv :
sk_max_small_round : 150 : , sv :
sk_max_sniper_round : 30 : , sv :
sk_max_steyr_round : 390 : , sv :
sk_max_supershotgun_round : 160 : , sv :
sk_max_thirtyeight_round : 128 : , sv :
sk_max_throwing_star : 10 : , sv :
sk_max_uzi_round : 396 : , sv :
sk_npc_arm : 1 : , sv :
sk_npc_chest : 1 : , sv :
sk_npc_dmg_anaconda_round : 2 : , sv :
sk_npc_dmg_bloodpack_round : 0 : , sv :
sk_npc_dmg_bluebloodpack_round : 0 : , sv :
sk_npc_dmg_buckshot : 1 : , sv :
sk_npc_dmg_crossbow_bolt : 2 : , sv :
sk_npc_dmg_deserteagle_round : 2 : , sv :
sk_npc_dmg_eldervitaepack_round : 0 : , sv :
sk_npc_dmg_flamethrower_round : 1 : , sv :
sk_npc_dmg_glock_17c_round : 2 : , sv :
sk_npc_dmg_grenade : 0 : , sv :
sk_npc_dmg_ithica_m37_round : 2 : , sv :
sk_npc_dmg_large_round : 3 : , sv :
sk_npc_dmg_mac10_round : 2 : , sv :
sk_npc_dmg_medium_round : 2 : , sv :
sk_npc_dmg_remington_round : 2 : , sv :
sk_npc_dmg_small_round : 1 : , sv :
sk_npc_dmg_sniper_round : 100 : , sv :
sk_npc_dmg_steyr_round : 2 : , sv :
sk_npc_dmg_supershotgun_round : 2 : , sv :
sk_npc_dmg_thirtyeight_round : 2 : , sv :
sk_npc_dmg_throwing_star : 1 : , sv :
sk_npc_dmg_uzi_round : 2 : , sv :
sk_npc_head : 2 : , sv :
sk_npc_leg : 1 : , sv :
sk_npc_stomach : 1 : , sv :
sk_player_arm : 1 : , sv :
sk_player_chest : 1 : , sv :
sk_player_head : 1 : , sv :
sk_player_leg : 1 : , sv :
sk_player_stomach : 1 : , sv :
sk_plr_dmg_anaconda_round : 8 : , sv :
sk_plr_dmg_bloodpack_round : 0 : , sv :
sk_plr_dmg_bluebloodpack_round : 0 : , sv :
sk_plr_dmg_buckshot : 8 : , sv :
sk_plr_dmg_crossbow_bolt : 8 : , sv :
sk_plr_dmg_deserteagle_round : 8 : , sv :
sk_plr_dmg_eldervitaepack_round : 0 : , sv :
sk_plr_dmg_flamethrower_round : 1 : , sv :
sk_plr_dmg_glock_17c_round : 8 : , sv :
sk_plr_dmg_grenade : 0 : , sv :
sk_plr_dmg_ithica_m37_round : 8 : , sv :
sk_plr_dmg_large_round : 12 : , sv :
sk_plr_dmg_mac10_round : 8 : , sv :
sk_plr_dmg_medium_round : 8 : , sv :
sk_plr_dmg_remington_round : 8 : , sv :
sk_plr_dmg_small_round : 4 : , sv :
sk_plr_dmg_sniper_round : 35 : , sv :
sk_plr_dmg_steyr_round : 8 : , sv :
sk_plr_dmg_supershotgun_round : 8 : , sv :
sk_plr_dmg_thirtyeight_round : 8 : , sv :
sk_plr_dmg_throwing_star : 2 : , sv :
sk_plr_dmg_uzi_round : 8 : , sv :
sk_sabbat_npc_health : 10 : , sv :
sk_vcombatman_health : 10 : , sv :
sk_vmoleman_health : 10 : , sv :
sk_vpedestrian_health : 10 : , sv :
sk_vtest_health : 10 : , sv :
sk_vtzimisce_health : 10 : , sv :
skill : 1 : , a :
slist : cmd : :
slot1 : cmd : :
slot2 : cmd : :
slot3 : cmd : :
slot4 : cmd : :
slot5 : cmd : :
slot6 : cmd : :
slot7 : cmd : :
slot8 : cmd : :
snapshot : cmd : :
snapto : cmd : :
snd_duckattacktime : 0 : , a :
snd_duckreleasetime : 3 : , a :
snd_duckvolume : 0 : , a :
snd_foliage_db_loss : 4 : :
snd_gain : 1 : :
snd_gain_max : 1 : :
snd_gain_min : 0 : :
snd_mixahead : 0 : , a :
snd_noextraupdate : 0 : :
snd_obscured_gain_dB : -2 : :
snd_profile : 0 : :
snd_refdb : 60 : :
snd_refdist : 36 : :
snd_show : 0 : :
snd_showstart : 0 : :
snd_surround : 0 : , a :
sndplaydelay : cmd : :
sneak_debug_stats : 0 : , sv :
sound_show_deafzone : cmd : : Shows NPC deaf zones when sound events are
fired
soundfade : cmd : :
soundscheme_combat_music_time : 15 : , sv :
soundscheme_randomness : 1000 : , sv :
spawn : cmd : :
+speed : cmd : :
-speed : cmd : :
speed_runbase : 225 : , sv :
speed_runbonusathletics : 5 : , sv :
speed_walk : 100 : , sv :
startdemos : cmd : :
startmovie : cmd : :
status : cmd : :
stopdemo : cmd : :
stopsound : cmd : :
+strafe : cmd : :
-strafe : cmd : :
stuffcmds : cmd : :
suitvolume : 0 : , a, sv :
sv_alltalk : 0 : , sv :
sv_autojump : 0 : , sv :
sv_draw_eye_orientation : 0 : , sv :
sv_filterban : 1 : :
sv_language : 0 : :
sv_maxunlag : 0 : , sv :
sv_newunit : 0 : :
sv_runscale : 1 : , sv :
sv_sneakscale : 2 : , sv :
sv_teststepsimulation : 1 : , sv :
sv_unlag : 1 : , nf, sv :
sv_unlagpush : 0 : , sv :
sv_unlagsamples : 1 : , sv :
sv_voiceenable : 1 : , a, nf :
sv_walkscale : 1 : , sv :
tell : cmd : :
temp_cover_enemy_x : -12 : , sv :
temp_cover_enemy_y : 32 : , sv :
temp_cover_hint_x : -59 : , sv :
temp_cover_hint_y : 25 : , sv :
temp_cover_npc_x : -83 : , sv :
temp_cover_npc_y : 57 : , sv :
Test_InitRandomEntitySpawner : cmd : :
test_player_dsp : -1 : , cl :
Test_RandomizeInPVS : cmd : :
Test_RemoveAllRandomEntities : cmd : :
test_room_dsp : -1 : , cl :
Test_RunFrame : cmd : :
Test_SpawnRandomEntities : cmd : :
test_sweepaabb : cmd : :
Test_Wait : cmd : :
Test_WaitForCheckPoint : cmd : :
texgamma : 2 : :
thirdperson : cmd : :
timerefresh : cmd : :
togglecamera : cmd : :
togglechareditor : cmd : :
toggleconsole : cmd : :
toggleinven : cmd : :
togglemainmenu : cmd : :
toggleuiside : cmd : :
torchlight_exponent : 1 : , cl :
torchlight_fast : 17 : , cl :
torchlight_maxradius : 240 : , cl :
torchlight_minradius : 190 : , cl :
torchlight_slow : 7 : , cl :
trace_scripted_sequence : 0 : , sv :
trace_terminals : 0 : , sv :
unbind : cmd : :
unbindall : cmd : :
unpause : cmd : :
+use : cmd : :
-use : cmd : :
v_centermove : 0 : , cl :
v_centerspeed : 500 : , cl :
v_hidevgui : 0 : , nf, cl :
v_ipitch_cycle : 1 : , cl :
v_ipitch_level : 0 : , cl :
v_iroll_cycle : 0 : , cl :
v_iroll_level : 0 : , cl :
v_iyaw_cycle : 2 : , cl :
v_iyaw_level : 0 : , cl :
v_kickpitch : 0 : , cl :
v_kickroll : 0 : , cl :
v_kicktime : 0 : , cl :
v_printrolls : 0 : , sv :
v_setpause : cmd : :
v_split : 0 : , cl : Split the view into to panes ( 1 == vert, -1 ==
vert with inverted lower, other == nxn split )
v_unpause : cmd : :
vamplight_enabled : 0 : , cl :
vamplight_exponent : 0 : , cl :
vamplight_offset : 0 : , cl :
vamplight_radius : 200 : , cl :
vchar_edit_histories : 0 : , a, cl :
vchar_skip_intro : 1 : , a, cl :
vchargen_key : cmd : :
vcollide_axes : 0 : :
vcollide_wireframe : 0 : :
vconsole_notify : cmd : :
vdebug_charwizard : cmd : :
vdebug_physicshand_mode : 2 : , sv :
vdiscipline : cmd : :
version : cmd : :
vgui_emulatemouse : 0 : :
vgui_eyetarget_x : -1000 : , cl :
vgui_eyetarget_y : 0 : , cl :
vgui_eyetarget_z : 64 : , cl :
vgui_togglepanel : cmd : : show/hide vgui panel by name.
vguihidegameui : cmd : :
vhotkey : cmd : :
viewmodel_fov : 54 : , cl :
vloadtips : cmd : :
voice_avggain : 0 : :
voice_dsound : 0 : :
voice_enable : 1 : , a :
voice_fadeouttime : 0 : :
voice_forcemicrecord : 1 : , a :
voice_inputfromfile : 0 : : Get voice input from 'voice_input.wav'
rather than from the microphone.
voice_loopback : 0 : :
voice_maxgain : 5 : :
voice_overdrive : 4 : :
voice_overdrivefadetime : 0 : :
voice_profile : 0 : :
voice_scale : 1 : , a :
voice_serverdebug : 0 : , sv :
voice_showchannels : 0 : :
voice_showincoming : 0 : :
-voicerecord : cmd : :
+voicerecord : cmd : :
vstatinfo : cmd : : Lists the available Vampire System Stats & their
sub-values
wait : cmd : :
waterroom_type_l : 14 : :
wc_destroy : cmd : : When in WC edit mode, destroys the node that the
player is nearest to looking at. (The node will be highlighted by a red
box).
wc_link_edit : cmd : :
werewolf_disregard_player_vision : 0 : , sv :
werewolf_draw_hints : 0 : , sv :
werewolf_draw_last_move : 0 : , sv :
werewolf_draw_last_teleport : 0 : , sv :
werewolf_draw_nearest_hint : 0 : , sv :
werewolf_draw_nodes : 0 : , sv :
werewolf_fastbreak_chance : 40 : , sv :
werewolf_footstep_shakes : 0 : , sv :
werewolf_footstep_sounds : 0 : , sv :
werewolf_force_teleport : 0 : , sv :
werewolf_force_teleport_in_time : 25 : , sv :
werewolf_print_haspath : 20 : , sv :
werewolf_pursuit_distance : 800 : , sv :
werewolf_pursuit_unseen_time : 3 : , sv :
werewolf_show_debug : 0 : , sv :
werewolf_teleport_full_path_check : 1 : , sv :
werewolf_teleport_ignore_viewcone : 1 : , sv :
werewolf_teleport_in_time : 2 : , sv :
werewolf_teleport_out_time : 4 : , sv :
werewolf_translated_enemy_position_tolerance : 0 : , sv :
worldlight_max : 1 : , sv :
worldlight_min : 0 : , sv :
+wpn_secondaryatk : cmd : :
-wpn_secondaryatk : cmd : :
zombie_gib_amt : 100 : , sv :
zombie_headshot_mod : 10 : , sv :
zombie_melee_mod : 1 : , sv :
zoom_sensitivity_ratio : 1 : , cl : Additional mouse sensitivity scale
factor applied whe
========================================================================
=======
< < < < < Contributing Authors > > > > >
========================================================================
=======
========================================================================
=======
< < < < < Final Words.... > > > > >
========================================================================
=======
One thing that I learned over the months is that there is SO MUCH that
I
still don't known about this game. This guide is by no means complete
and I
invite others to share their knowledge with the community at large.
Feel
free to email me if you have a contribution to make to this Guide. If
it is
small, I can add it myself or if it is larger, I an give you temporary
write/update access to the document.