npc_dog
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Code classes:
CNPC_Dog
CAI_BaseActor
CAI_BaseNPC
(NPCs)CBaseCombatCharacter
CBaseFlex
CBaseAnimatingOverlay
CBaseAnimating
(models)CBaseEntity
(all ents)
npc_dog
is a point entity present in the Half-Life 2 series. D0G, the loving and caring head-crushing companion of Alyx. Dog has no AI aside from throwing and fetching. His battle scenes are all scripted and outside of scripts he just runs from threats. (Though, Dog could try to play "fetch" with them.)
Inputs[edit | edit source]
- StartWaitAndCatch
- Tells Dog to play fetch.
- StopWaitAndCatch
- Tells Dog to stop playing fetch.
- SetPickupTarget
<target_destination>
- Tells Dog to look at the specified entity and hold out his hand for it when in fetch mode.
- SetThrowTarget
<target_destination>
- Tells Dog what entity to throw his held object at.
- StartCatchThrowBehavior
<target_destination>
- Tells Dog to do an alternate, less strict fetch routine with the player specifically with the nearest physics object. If an entity is specified in the parameter, Dog will play with that entity.
- StopCatchThrowBehavior
- Tells Dog to stop playing alternate-mode fetch with the player.
PlayerPickupObject- Tells Dog the player picked up something. Seems to cause an animation bug and nothing else...
- SetThrowArcModifier
<float>
- Sets a ratio of the maximum height of a thrown object's trajectory and its width. Decimals below 1 make Dog throw objects on a straighter path, and numbers above 1 allow him to throw things higher than normal.
- TurnBoneFollowersOff
- Destroys the
phys_bone_follower
s for Dog's eye and pelvis. This saves two edicts and prevents the player from climbing on Dog by crouch jumping, but will reduce his physics to a simple hull. - TurnBoneFollowersOn
- Recreates the eye and pelvis bone followers.
Outputs[edit | edit source]
- OnDogThrow
- Fires when Dog throws an object.
- OnDogPickup
- Fires when Dog picks up a physics object that wasn't recently launched by the player.
- OnDogCatch
- Fires when Dog catches an object thrown by the player. Note: When using the wait and catch routine, Dog will automatically grab the targeted object after a while if it's close to him. This is technically picking it up but it's the catch output which fires.