CBaseHelicopter

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CBaseHelicopter is a code class shared by large flying NPCs. Unlike most NPCs, these ones are told where to go by path_tracks.

Note: These NPCs are not designed to be within touching distance of a player while alive. They tend to make the player lose momentum when touching.

Flags[edit | edit source]

  • 32: No Rotorwash - Makes the NPC not emit rotor wash (effect of air being pushed downward).
  • 64: Await Input - NPC waits for the Activate input to begin flying.

Keyvalues[edit | edit source]

Initial Speed (InitialSpeed) <float>
Sets the helicopter's desired speed that it should try to reach as soon as it's spawned. To do: Seems to be ignored?

Inputs[edit | edit source]

Activate
If Await Input was checked, makes the NPC start flying.
SetTrack <target_destination>
Tells the NPC to fly to the specified path_track, unless it's already on a path that includes that entity.
GunOn
Allows the NPC to shoot.
GunOff
Disallows the NPC to shoot.
MissileOn
Does nothing.
MissileOff
Does nothing.
EnableRotorWash
Enables rotor wash.
DisableRotorWash
Disabled rotor wash.
MoveTopSpeed
Tells the NPC to move at its top speed in its current direction of travel.
MoveSpecifiedSpeed <float>
Tells the NPC to move at this speed (units per second) in its current direction of travel.
Note: Movement is visibly choppy at very high speeds.
SetAngles <angle>
Teleports the NPC to face the specified way. It may then immediately reorient itself however it sees fit.
EnableRotorSound
Enables flying sounds. (I.e. propeller blades.)
DisableRotorSound
Disables flying sounds.
FlyToSpecificTrackViaPath <target_destination>
Tells the NPC to fly to the specified path_track.
StartPatrol
Tells the NPC to go back and forth on the track it's currently following. Will not go in circles.
StopPatrol
Tells the NPC to stop patrolling its track.
StartBreakableMovement
Allows the NPC to move freely along its current path if it wants to attack an enemy it found.
StopBreakableMovement
Forces the NPC to fly on its patrol path again.
ChooseFarthestPathPoint
If breaking from patrol movement, tells the NPC it should try to go to the track node farthest away from the enemy within firing range.
ChooseNearestPathPoint
If breaking from patrol movement, tells the NPC it should try to go to the track node closest to the enemy.
InputStartLeading (Not in FGD) <integer>
Tells the NPC to lead in front of its enemy by this distance.
InputStopLeading (Not in FGD)
Tells the NPC to stop leading in front of its enemy.
SetMaxSpeed  (only available in Asw.png)
Sets how fast the NPC can fly.