// Inputs input OmniscientOn(void) : "Advisor knows target's location even when target is out of sight or behind cover" input OmniscientOff(void) : "Advisor relies on normal sight functions to locate target" input BlindfireOn(void ) : "Advisor will fire at an unseen target, attempting to punch through to them" input BlindfireOff(void ) : "Advisor only fires at viusible target" input SetPenetrationDepth( float ) : "Set penetration depth of bullets"
input SetDockingBBox( void ) : "Shrink Bounding Box" input SetNormalBBox( void ) : "Set Bounding Box to normal size"
input EnableGroundAttack( void ) : "Allow the advisor to use its ground attack" input DisableGroundAttack( void ) : "Don't allow the advisor to use its ground attack" input DoGroundAttack( string ) : "Causes the advisor to execute its ground attack"
input BecomeInvulnerable( void ): "Stops the advisor from taking damage, but still makes sounds effects" input BecomeVulnerable( void ): "Makes the advisor act normally to damage"
input EnableRotorSound(void) : "Turns on rotor sounds" input DisableRotorSound(void) : "Turns off rotor sounds"
input DoAvalancheBlast(void) : "Performs an avalanche blast" input DoSpitAttack(void) : "Performs a spit attack" input SetMaxSpeed( float ) : "Adjusts max speed for the advisor" input DropShield( float ) : "Drops advisor shield for x seconds (0 sec will use default)" input SetRetreatTrack( string ) : "Sets a retreat track for advisor to fly to when receiving too much damage"
// Outputs output OnFireCannon(void) : "Fires when the advisor fires a cannon round" output OnFirstDamage( void ) : "Fired when the first damage is done to the advisor." output OnSecondDamage( void ) : "Fired when the second damage is done to the advisor." output OnThirdDamage( void ) : "Fired when the third damage is done to the advisor." output OnFourthDamage( void ) : "Fired when the fourth damage is done to the advisor." output OnEnoughPhysAmmo( void ) : "Fired when advisor got enough phys ammo." output OnLowPhysAmmo( void ) : "Fired when advisor is low on phys ammo." output OnOutOfPhysAmmo( void ) : "Fired when advisor has no phys ammo." output OnDmgReached( void ) : "Fires when advisor received too much damage exceeding threshold within a short time span."
TheCaptain943 I'm the Captain. End of story
Posts : 856 Age : 31 Location : Germany Join date : 2010-07-14
Subject: Re: npc_combine_advisor in Pørtul tuh Thu May 12, 2011 7:26 am
holy mother of god. now we have ep3 stuff in Alien Swarm and Portal 2. Whats next? A TF2 Update or L4D DLC?
Inquisitor Doomlord Inquisitor of the Ordo Malleus
Posts : 4068 Age : 31 Location : On the battlefield. Join date : 2009-09-26
Subject: Re: npc_combine_advisor in Pørtul tuh Thu May 12, 2011 7:36 am
golden crowbar anyone?
Half-Hunter2
Posts : 222 Age : 29 Location : Razor Train Station Join date : 2011-01-28
Subject: Re: npc_combine_advisor in Pørtul tuh Thu May 12, 2011 9:08 am
Inquisitor Doomlord wrote:
golden crowbar anyone?
Yes please
Sergeant Stacker
Posts : 631 Age : 124 Location : Kraken Base Join date : 2009-11-12
Subject: Re: npc_combine_advisor in Pørtul tuh Thu May 12, 2011 4:27 pm