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		<id>https://www.wiki.obsidianconflict.net/?action=history&amp;feed=atom&amp;title=Npc_hgrunt%2Fzh-hans</id>
		<title>Npc hgrunt/zh-hans - Revision history</title>
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		<updated>2026-06-13T22:42:24Z</updated>
		<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://www.wiki.obsidianconflict.net/?title=Npc_hgrunt/zh-hans&amp;diff=1336&amp;oldid=prev</id>
		<title>HeadCrabD at 04:12, 21 January 2012</title>
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				<updated>2012-01-21T04:12:32Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr style=&quot;vertical-align: top;&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 04:12, 21 January 2012&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l13&quot; &gt;Line 13:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 13:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*'''Pitch Yaw Roll (Y Z X)''' ''angles'' &amp;lt;数值&amp;gt; 设置该实体的初始刷新角度.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*'''Pitch Yaw Roll (Y Z X)''' ''angles'' &amp;lt;数值&amp;gt; 设置该实体的初始刷新角度.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*'''Render FX''' ''renderfx'' &amp;lt;choices&amp;gt; 给予一个物体特殊的渲染方式。可选择的方式有:&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*'''Render FX''' ''renderfx'' &amp;lt;choices&amp;gt; 给予一个物体特殊的渲染方式。可选择的方式有:&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; &amp;#160; &amp;#160; &amp;#160; 0 = Normal&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; &amp;#160; &amp;#160; &amp;#160; 0 = Normal &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;//正常&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; &amp;#160; &amp;#160; &amp;#160; 1 = Slow Pulse&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; &amp;#160; &amp;#160; &amp;#160; 1 = Slow Pulse &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;//&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; &amp;#160; &amp;#160; &amp;#160; 2 = Fast Pulse&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; &amp;#160; &amp;#160; &amp;#160; 2 = Fast Pulse &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;//&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; &amp;#160; &amp;#160; &amp;#160; 3 = Slow Wide Pulse&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; &amp;#160; &amp;#160; &amp;#160; 3 = Slow Wide Pulse &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;//&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; &amp;#160; &amp;#160; &amp;#160; 4 = Fast Wide Pulse&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; &amp;#160; &amp;#160; &amp;#160; 4 = Fast Wide Pulse &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;//&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; &amp;#160; &amp;#160; &amp;#160; 5 = Slow Fade Away&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; &amp;#160; &amp;#160; &amp;#160; 5 = Slow Fade Away &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt; //&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; &amp;#160; &amp;#160; &amp;#160; 6 = Fast Fade Away&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; &amp;#160; &amp;#160; &amp;#160; 6 = Fast Fade Away &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt; //&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; &amp;#160; &amp;#160; &amp;#160; 7 = Slow Become Solid&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; &amp;#160; &amp;#160; &amp;#160; 7 = Slow Become Solid &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt; //&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; &amp;#160; &amp;#160; &amp;#160; 8 = Fast Become Solid&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; &amp;#160; &amp;#160; &amp;#160; 8 = Fast Become Solid &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt; //&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; &amp;#160; &amp;#160; &amp;#160; 9 = Slow Strobe&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; &amp;#160; &amp;#160; &amp;#160; 9 = Slow Strobe &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt; //&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; &amp;#160; &amp;#160; &amp;#160; 10 = Fast Strobe&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; &amp;#160; &amp;#160; &amp;#160; 10 = Fast Strobe &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;//&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; &amp;#160; &amp;#160; &amp;#160; 11 = Faster Strobe&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; &amp;#160; &amp;#160; &amp;#160; 11 = Faster Strobe &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt; //&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; &amp;#160; &amp;#160; &amp;#160; 12 = Slow Flicker&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; &amp;#160; &amp;#160; &amp;#160; 12 = Slow Flicker &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt; //&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; &amp;#160; &amp;#160; &amp;#160; 13 = Fast Flicker&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; &amp;#160; &amp;#160; &amp;#160; 13 = Fast Flicker &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt; //&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; &amp;#160; &amp;#160; &amp;#160; 14 = Constant Glow&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; &amp;#160; &amp;#160; &amp;#160; 14 = Constant Glow &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt; //&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; &amp;#160; &amp;#160; &amp;#160; 15 = Distort&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; &amp;#160; &amp;#160; &amp;#160; 15 = Distort &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt; //&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; &amp;#160; &amp;#160; &amp;#160; 16 = Hologram (Distort and Fade)&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; &amp;#160; &amp;#160; &amp;#160; 16 = Hologram (Distort and Fade) &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt; //&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*'''Render Distance''' ''renderdist'' &amp;lt;integer&amp;gt; &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;currently only useable in combination with Hologram RenderFX&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*'''Render Distance''' ''renderdist'' &amp;lt;integer&amp;gt; &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;这个设置只能与Hologram渲染模式结合使用。&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*'''Render Mode''' ''rendermode'' &amp;lt;choices&amp;gt; Used to set a non-standard rendering mode on this entity. See also 'FX Amount' and 'FX Color'. Controls the type of rendering that is used for an object. Options are:&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*'''Render Mode''' ''rendermode'' &amp;lt;choices&amp;gt; Used to set a non-standard rendering mode on this entity. See also 'FX Amount' and 'FX Color'. Controls the type of rendering that is used for an object. Options are:&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l41&quot; &gt;Line 41:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 41:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; &amp;#160; &amp;#160; &amp;#160; 5 = Additive&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; &amp;#160; &amp;#160; &amp;#160; 5 = Additive&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*'''FX Amount (0 - 255)''' ''renderamt'' &amp;lt;integer&amp;gt; &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;The FX amount is used by the selected Render Mode.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*'''FX Amount (0 - 255)''' ''renderamt'' &amp;lt;integer&amp;gt; &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;设置一个渲染物体的透明度。0为完全透明。255为不透明&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*'''FX Color (R G B)''' ''rendercolor'' &amp;lt;color255&amp;gt; &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;设置渲染物体的颜色&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*'''FX Color (R G B)''' ''rendercolor'' &amp;lt;color255&amp;gt; &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;The FX color is used by the selected Render Mode.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*'''Disable Receiving Shadows''' ''disablereceiveshadows'' &amp;lt;choices&amp;gt; &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;//是否接受阴影&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*'''Disable Receiving Shadows''' ''disablereceiveshadows'' &amp;lt;choices&amp;gt; &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*'''Damage Filter''' ''damagefilter'' &amp;lt;target_destination&amp;gt; Name of the filter entity that controls which entities can damage us.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*'''Damage Filter''' ''damagefilter'' &amp;lt;target_destination&amp;gt; Name of the filter entity that controls which entities can damage us.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>HeadCrabD</name></author>	</entry>

	<entry>
		<id>https://www.wiki.obsidianconflict.net/?title=Npc_hgrunt/zh-hans&amp;diff=1335&amp;oldid=prev</id>
		<title>HeadCrabD: Created page with &quot;{{oc_ent}}   == 实体描述 ==  这个实体将会刷新一个士兵 (海军陆战队士兵). 这个实体是现代版本的'''monster_human_grunt''' (ToDo: 老版本会继续...&quot;</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.obsidianconflict.net/?title=Npc_hgrunt/zh-hans&amp;diff=1335&amp;oldid=prev"/>
				<updated>2012-01-17T06:18:58Z</updated>
		
		<summary type="html">&lt;p&gt;Created page with &amp;quot;{{oc_ent}}   == 实体描述 ==  这个实体将会刷新一个士兵 (海军陆战队士兵). 这个实体是现代版本的&amp;#039;&amp;#039;&amp;#039;monster_human_grunt&amp;#039;&amp;#039;&amp;#039; (ToDo: 老版本会继续...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{oc_ent}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 实体描述 ==&lt;br /&gt;
&lt;br /&gt;
这个实体将会刷新一个士兵 (海军陆战队士兵). 这个实体是现代版本的'''monster_human_grunt''' (ToDo: 老版本会继续工作么？有什么区别么?). 拥有合适的血量, 士兵 (在同一个小队里将会更加具有影响力) 将会使用手榴弹, 使用它们的武器进行攻击(尽管远距离射击时没有较好的精准), 或者肉搏.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Key values ==&lt;br /&gt;
&lt;br /&gt;
*'''Name''' ''targetname'' &amp;lt;target_source&amp;gt; 这三个设置跟其他实体的设置相同。不做讲解。&lt;br /&gt;
&lt;br /&gt;
*'''Pitch Yaw Roll (Y Z X)''' ''angles'' &amp;lt;数值&amp;gt; 设置该实体的初始刷新角度.&lt;br /&gt;
*'''Render FX''' ''renderfx'' &amp;lt;choices&amp;gt; 给予一个物体特殊的渲染方式。可选择的方式有:&lt;br /&gt;
        0 = Normal&lt;br /&gt;
        1 = Slow Pulse&lt;br /&gt;
        2 = Fast Pulse&lt;br /&gt;
        3 = Slow Wide Pulse&lt;br /&gt;
        4 = Fast Wide Pulse&lt;br /&gt;
        5 = Slow Fade Away&lt;br /&gt;
        6 = Fast Fade Away&lt;br /&gt;
        7 = Slow Become Solid&lt;br /&gt;
        8 = Fast Become Solid&lt;br /&gt;
        9 = Slow Strobe&lt;br /&gt;
        10 = Fast Strobe&lt;br /&gt;
        11 = Faster Strobe&lt;br /&gt;
        12 = Slow Flicker&lt;br /&gt;
        13 = Fast Flicker&lt;br /&gt;
        14 = Constant Glow&lt;br /&gt;
        15 = Distort&lt;br /&gt;
        16 = Hologram (Distort and Fade)&lt;br /&gt;
&lt;br /&gt;
*'''Render Distance''' ''renderdist'' &amp;lt;integer&amp;gt; currently only useable in combination with Hologram RenderFX&lt;br /&gt;
&lt;br /&gt;
*'''Render Mode''' ''rendermode'' &amp;lt;choices&amp;gt; Used to set a non-standard rendering mode on this entity. See also 'FX Amount' and 'FX Color'. Controls the type of rendering that is used for an object. Options are:&lt;br /&gt;
        0 = Normal&lt;br /&gt;
        1 = Color&lt;br /&gt;
        2 = Texture&lt;br /&gt;
        3 = Glow&lt;br /&gt;
        4 = Solid&lt;br /&gt;
        5 = Additive&lt;br /&gt;
&lt;br /&gt;
*'''FX Amount (0 - 255)''' ''renderamt'' &amp;lt;integer&amp;gt; The FX amount is used by the selected Render Mode.&lt;br /&gt;
&lt;br /&gt;
*'''FX Color (R G B)''' ''rendercolor'' &amp;lt;color255&amp;gt; The FX color is used by the selected Render Mode.&lt;br /&gt;
&lt;br /&gt;
*'''Disable Receiving Shadows''' ''disablereceiveshadows'' &amp;lt;choices&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*'''Damage Filter''' ''damagefilter'' &amp;lt;target_destination&amp;gt; Name of the filter entity that controls which entities can damage us.&lt;br /&gt;
&lt;br /&gt;
*'''Response Contexts''' ''ResponseContext'' &amp;lt;string&amp;gt; Response system context(s) for this entity. Format should be: 'key:value,key2:value2,etc'. When this entity speaks, the list of keys &amp;amp; values will be passed to the response rules system.&lt;br /&gt;
&lt;br /&gt;
*'''Disable shadows''' ''disableshadows'' &amp;lt;choices&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*'''Target Path Corner''' ''target'' &amp;lt;target_destination&amp;gt; If set, the name of a path corner entity that this NPC will walk to, after spawning.&lt;br /&gt;
&lt;br /&gt;
*'''Squad Name''' ''squadname'' &amp;lt;string&amp;gt; NPCs that are in the same squad (i.e. have matching squad names) will share information about enemies, and will take turns attacking and covering each other.&lt;br /&gt;
&lt;br /&gt;
*'''Hint Group''' ''hintgroup'' &amp;lt;string&amp;gt; Hint groups are used by NPCs to restrict their hint-node searching to a subset of the map's hint nodes. Only hint nodes with matching hint group names will be considered by this NPC.&lt;br /&gt;
&lt;br /&gt;
*'''Hint Limit Nav''' ''hintlimiting'' &amp;lt;choices&amp;gt; Limits NPC to using specified hint group for navigation requests, but does not limit local navigation.&lt;br /&gt;
&lt;br /&gt;
*'''spawnflags''' ''spawnflags'' &amp;lt;flags&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*'''Sleep State''' ''sleepstate'' &amp;lt;choices&amp;gt; Holds the NPC in stasis until specified condition. See also 'Wake Radius' and 'Wake Squad'.&lt;br /&gt;
&lt;br /&gt;
*'''Wake Radius''' ''wakeradius'' &amp;lt;float&amp;gt; Auto-wake if player within this distance&lt;br /&gt;
&lt;br /&gt;
*'''Wake Squad''' ''wakesquad'' &amp;lt;choices&amp;gt; Wake all of the NPCs squadmates if the NPC is woken&lt;br /&gt;
&lt;br /&gt;
*'''Enemy Filter''' ''enemyfilter'' &amp;lt;target_destination&amp;gt; Filter by which to filter potential enemies&lt;br /&gt;
&lt;br /&gt;
*'''Ignore unseen enemies''' ''ignoreunseenenemies'' &amp;lt;choices&amp;gt; Prefer visible enemies, regardless of distance or relationship priority&lt;br /&gt;
&lt;br /&gt;
*'''Physics Impact Damage Scale''' ''physdamagescale'' &amp;lt;float&amp;gt; Scales damage energy when this character is hit by a physics object. With a value of 0 the NPC will take no damage from physics.&lt;br /&gt;
&lt;br /&gt;
*'''Health''' ''npchealth'' &amp;lt;integer&amp;gt; Number of points of damage to take before dying. 0 means use default health.&lt;br /&gt;
&lt;br /&gt;
*'''Custom Name''' ''npcname'' &amp;lt;string&amp;gt; Name that will appear when your crosshair is on this npc. If left blank, it will display the classname of this npc.&lt;br /&gt;
&lt;br /&gt;
*'''Custom Model''' ''model'' &amp;lt;studio&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*'''NPC Owner''' ''npcownerent'' &amp;lt;target_destination&amp;gt; Changes interactions between this ent and the chosen ent.&lt;br /&gt;
&lt;br /&gt;
*'''Team''' ''teamnumber'' &amp;lt;choices&amp;gt; Sets this NPC's team.  NPCs are agressive to everything not on their team.  Only has an effect if teamplay is enabled in your map.&lt;br /&gt;
&lt;br /&gt;
*'''Bounding Box Min''' ''CustomBounding1'' &amp;lt;string&amp;gt; Bounding Box Min Vector(three spaced numbers, no commas), the bottom most point of this NPCs bounding box. ( Do not use negative values! ) Custom Boundingbox which should encompass all hitboxes. Hitboxes not encompased will not be used.&lt;br /&gt;
&lt;br /&gt;
*'''Bounding Box Max''' ''CustomBounding2'' &amp;lt;string&amp;gt; Bounding Box Max Vector(three spaced numbers, no commas), the top most point of this NPCs bounding box. ( Do not use negative values! ) Custom Boundingbox which should encompass all hitboxes. Hitboxes not encompased will not be used.&lt;br /&gt;
&lt;br /&gt;
*'''Waiting to Rappel?''' ''waitingtorappel'' &amp;lt;choices&amp;gt; (Yes or Not) If yes, this NPC spawns suspended in air and awaits a BeginRappel input. It will then spawn a zipline and slide down. When it hits the ground, NPC will cut away the line and try to move forward a few feet to make room for the next NPC. The NPC will not attempt to clear its landing space if it cannot do so by taking a few steps forward&lt;br /&gt;
&lt;br /&gt;
*'''Weapons''' ''additionalequipment'' &amp;lt;choices&amp;gt; If you want use a custom weapon that uses a custom script, write it here (example: custom_m4).&lt;br /&gt;
   0 = AR2&lt;br /&gt;
   1 = Shotgun&lt;br /&gt;
   2 = Stunstick&lt;br /&gt;
   3 = 357&lt;br /&gt;
   4 = Random&lt;br /&gt;
   5 = Nothing &lt;br /&gt;
&lt;br /&gt;
*'''Number of Grenades''' ''NumGrenades'' &amp;lt;choices&amp;gt; &lt;br /&gt;
   0 = None&lt;br /&gt;
   1 = 1&lt;br /&gt;
   2 = 2&lt;br /&gt;
   3 = 3&lt;br /&gt;
   4 = 4&lt;br /&gt;
   5 = 5&lt;br /&gt;
   6 = Unlimited&lt;br /&gt;
&lt;br /&gt;
*'''Follow Player on Use?''' ''followonspawn'' &amp;lt;choices&amp;gt; (Yes or No)&lt;br /&gt;
&lt;br /&gt;
== Inputs ==&lt;br /&gt;
&lt;br /&gt;
*'''Kill''' Removes this entity from the world.&lt;br /&gt;
&lt;br /&gt;
*KillHierarchy Removes this entity and all its children from the world.&lt;br /&gt;
&lt;br /&gt;
*'''AddOutput''' &amp;lt;string&amp;gt; Adds an entity I/O connection to this entity. Format: &amp;lt;output name&amp;gt; &amp;lt;targetname&amp;gt;:&amp;lt;inputname&amp;gt;:&amp;lt;parameter&amp;gt;:&amp;lt;delay&amp;gt;:&amp;lt;max times to fire (-1 == infinite)&amp;gt;. Very dangerous, use with care.&lt;br /&gt;
&lt;br /&gt;
*'''FireUser1''' Causes this entity's OnUser1 output to be fired.&lt;br /&gt;
&lt;br /&gt;
*'''FireUser2''' Causes this entity's OnUser2 output to be fired.&lt;br /&gt;
&lt;br /&gt;
*'''FireUser3''' Causes this entity's OnUser3 output to be fired.&lt;br /&gt;
&lt;br /&gt;
*'''FireUser4''' Causes this entity's OnUser4 output to be fired.&lt;br /&gt;
&lt;br /&gt;
*'''Alpha''' &amp;lt;integer&amp;gt; Set the sprite's alpha (0 - 255).&lt;br /&gt;
&lt;br /&gt;
*'''Color''' &amp;lt;color255&amp;gt; Set the sprite's color (R G B).&lt;br /&gt;
&lt;br /&gt;
*'''SetDamageFilter''' &amp;lt;string&amp;gt; Sets the entity to use as damage filter. Pass in an empty string to clear the damage filter.&lt;br /&gt;
&lt;br /&gt;
*'''AddContext''' &amp;lt;string&amp;gt; Adds a context to this entity's list of response contexts. The format should be 'key:value'.&lt;br /&gt;
&lt;br /&gt;
*'''RemoveContext''' &amp;lt;string&amp;gt; Remove a context from this entity's list of response contexts. The name should match the 'key' of a previously added context.&lt;br /&gt;
&lt;br /&gt;
*'''ClearContext''' Removes all contexts in this entity's list of response contexts.&lt;br /&gt;
&lt;br /&gt;
*'''DisableShadow''' Turn shadow off.&lt;br /&gt;
&lt;br /&gt;
*'''EnableShadow''' Turn shadow on.&lt;br /&gt;
&lt;br /&gt;
*'''SetRelationship''' &amp;lt;string&amp;gt; Changes this entity's relationship with another entity or class. Format: &amp;lt;entityname/classname&amp;gt; &amp;lt;D_HT/D_FR/D_LI/D_NU&amp;gt; &amp;lt;priority&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''SetEnemyFilter''' &amp;lt;string&amp;gt; Changes this NPC's enemy filter to the named filter.&lt;br /&gt;
&lt;br /&gt;
*'''SetHealth''' &amp;lt;integer&amp;gt; Set this NPC's health.&lt;br /&gt;
&lt;br /&gt;
*'''SetBodyGroup''' &amp;lt;integer&amp;gt; HACK: Sets this NPC's body group (from 0 - n). You'd better know what you are doing!&lt;br /&gt;
&lt;br /&gt;
*'''physdamagescale''' &amp;lt;float&amp;gt; Sets the value that scales damage energy when this character is hit by a physics object. NOTE: 0 means this feature is disabled for backwards compatibility.&lt;br /&gt;
&lt;br /&gt;
*'''Ignite''' Ignite, burst into flames&lt;br /&gt;
&lt;br /&gt;
*'''IgniteLifetime''' &amp;lt;float&amp;gt; Ignite, with a parameter lifetime.&lt;br /&gt;
&lt;br /&gt;
*'''IgniteNumHitboxFires''' &amp;lt;integer&amp;gt; Ignite, with a parameter number of hitbox fires.&lt;br /&gt;
&lt;br /&gt;
*'''IgniteHitboxFireScale''' &amp;lt;float&amp;gt; Ignite, with a parameter hitbox fire scale.&lt;br /&gt;
&lt;br /&gt;
*'''Break''' Break, smash into pieces&lt;br /&gt;
&lt;br /&gt;
*'''StartScripting''' Enter scripting state. In this state, NPCs ignore a variety of stimulus that would make them break out of their scripts: They ignore danger sounds, ignore +USE, don't idle speak or respond to other NPC's idle speech, and so on.&lt;br /&gt;
&lt;br /&gt;
*'''StopScripting''' Exit scripting state.&lt;br /&gt;
&lt;br /&gt;
*'''SetSquad''' &amp;lt;string&amp;gt; Set the name of this NPC's squad. It will be removed from any existing squad automatically. Leaving the parameter blank will remove the NPC from any existing squad.&lt;br /&gt;
&lt;br /&gt;
*'''Wake''' Wakes up the NPC if it is sleeping.&lt;br /&gt;
&lt;br /&gt;
*'''ForgetEntity''' &amp;lt;string&amp;gt; Clears out the NPC's knowledge of a named entity.&lt;br /&gt;
&lt;br /&gt;
*'''GagEnable''' Turn on the NPC Gag flag. NPC won't speak outside of choreographed scenes.&lt;br /&gt;
&lt;br /&gt;
*'''GagDisable''' Turn off the NPC Gag flag.&lt;br /&gt;
&lt;br /&gt;
*'''IgnoreDangerSounds''' &amp;lt;float&amp;gt; Ignore danger sounds for the specified number of seconds.&lt;br /&gt;
&lt;br /&gt;
*'''HolsterWeapon''' Force the NPC to holster their weapon. Ignored if the NPC is scripting, if the NPC's weapon is already holstered, or if the NPC doesn't use weapons.&lt;br /&gt;
&lt;br /&gt;
*'''HolsterAndDestroyWeapon''' Identical to HolsterWeapon, except the weapon is destroyed once it has been holstered and concealed.&lt;br /&gt;
&lt;br /&gt;
*'''UnholsterWeapon''' Force the NPC to draw their weapon. Ignored if the NPC is scripting, if the NPC's weapon is already drawn, or if the NPC doesn't use weapons.&lt;br /&gt;
&lt;br /&gt;
*'''ForceInteractionWithNPC''' &amp;lt;string&amp;gt; Force the NPC to use a dynamic interaction with another NPC. Parameter format: &amp;lt;target NPC name&amp;gt; &amp;lt;dynamic interaction name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''UpdateEnemyMemory''' &amp;lt;string&amp;gt; Update (or Create) this NPC's memory of an enemy and its location&lt;br /&gt;
&lt;br /&gt;
'''BecomeRagdoll''' This NPC will instantly become a ragdoll with ZERO force (just go limp). OnDeath, OnHalfHealth, etc. Outputs *will **NOT** BE FIRED.&lt;br /&gt;
&lt;br /&gt;
*'''BeginRappel''' BeginRappel&lt;br /&gt;
&lt;br /&gt;
*'''Follow''' Allow Player Follow&lt;br /&gt;
&lt;br /&gt;
*'''Dontfollow''' Disable Player Follow&lt;br /&gt;
&lt;br /&gt;
*'''LookOn''' Look normally&lt;br /&gt;
&lt;br /&gt;
*'''LookOff''' Don't look for myself, use other squad member's eyes&lt;br /&gt;
&lt;br /&gt;
*'''StartPatrolling''' Patrol whenever I'm idle or alert.&lt;br /&gt;
&lt;br /&gt;
*'''StopPatrolling''' Stop patrolling when I'm idle or alert.&lt;br /&gt;
&lt;br /&gt;
*'''ThrowGrenadeAtTarget''' &amp;lt;target_destination&amp;gt; Throw a grenade at the specified target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Outputs ==&lt;br /&gt;
&lt;br /&gt;
*'''OnUser1''' Fired in response to FireUser1 input.&lt;br /&gt;
&lt;br /&gt;
*'''OnUser2''' Fired in response to FireUser2 input.&lt;br /&gt;
&lt;br /&gt;
*'''OnUser3''' Fired in response to FireUser3 input.&lt;br /&gt;
&lt;br /&gt;
*'''OnUser4''' Fired in response to FireUser4 input.&lt;br /&gt;
&lt;br /&gt;
*'''OnDamaged''' Fired when this NPC takes damage.&lt;br /&gt;
&lt;br /&gt;
*'''OnDeath''' Fired when this NPC is killed.&lt;br /&gt;
&lt;br /&gt;
*'''OnHalfHealth''' Fired when this NPC reaches half of its maximum health.&lt;br /&gt;
&lt;br /&gt;
*'''OnHearWorld''' Fired when this NPC hears a sound (other than combat or the player).&lt;br /&gt;
&lt;br /&gt;
*'''OnHearPlayer''' Fired when this NPC hears the player.&lt;br /&gt;
&lt;br /&gt;
*'''OnHearCombat''' Fired when this NPC hears combat sounds.&lt;br /&gt;
&lt;br /&gt;
*'''OnFoundEnemy''' &amp;lt;string&amp;gt; Fired when this NPC establishes line of sight to its enemy (outputs entity).&lt;br /&gt;
&lt;br /&gt;
*'''OnLostEnemyLOS''' Fired when this NPC loses line of sight to its enemy.&lt;br /&gt;
&lt;br /&gt;
*'''OnLostEnemy''' Fired when this NPC loses its enemy. Usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy.&lt;br /&gt;
&lt;br /&gt;
*'''OnFoundPlayer''' &amp;lt;string&amp;gt; Fired when this NPC establishes line of sight to its enemy, and that enemy is a player (outputs player entity).&lt;br /&gt;
&lt;br /&gt;
*'''OnLostPlayerLOS''' Fired when this NPC loses line of sight to its enemy, and that enemy is a player.&lt;br /&gt;
&lt;br /&gt;
*'''OnLostPlayer''' Fired when this NPC loses its enemy, and that enemy was a player. Usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy.&lt;br /&gt;
&lt;br /&gt;
*'''OnDamagedByPlayer''' Fired when this NPC is hurt by a player.&lt;br /&gt;
&lt;br /&gt;
*'''OnDamagedByPlayerSquad''' Fired when this NPC is hurt by a player OR by one of the player's squadmates.&lt;br /&gt;
&lt;br /&gt;
*'''OnDenyCommanderUse''' Fired when this NPC has refused to join the player's squad.&lt;br /&gt;
&lt;br /&gt;
*'''OnSleep''' Fired when this NPC enters a sleep state.&lt;br /&gt;
&lt;br /&gt;
*'''OnWake''' Fired when this NPC comes out of a sleep state.&lt;br /&gt;
&lt;br /&gt;
*'''OnForcedInteractionStarted''' Fired when the NPC starts a forced interaction.&lt;br /&gt;
&lt;br /&gt;
*'''OnForcedInteractionAborted''' Fired when the NPC aborts a forced interaction for some reason (target NPC died, couldn't be pathed to, etc)&lt;br /&gt;
&lt;br /&gt;
*'''OnForcedInteractionFinished''' NPCs in actbusies can no longer perform dynamic interactions.&lt;br /&gt;
&lt;br /&gt;
*'''OnRappelTouchdown''' Fires when done rappeling&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Flags ==&lt;br /&gt;
&lt;br /&gt;
*Use leader model&lt;br /&gt;
*Start look off&lt;br /&gt;
*Don´t drop grenades&lt;br /&gt;
*Don´t drop AR2 ALT Fire (elite only)&lt;br /&gt;
*Wait Till Seen   &lt;br /&gt;
*Gag (No IDLE sounds until angry)&lt;br /&gt;
*Fall to ground (unchecked means &amp;quot;teleport&amp;quot; to ground)&lt;br /&gt;
*Drop Healthkit&lt;br /&gt;
*Efficient - Don´t acquire enemies or avoid obstacles&lt;br /&gt;
*Wait for script&lt;br /&gt;
*Long visibility/shoot&lt;br /&gt;
*Think outside PVS&lt;br /&gt;
*Template NPC (used by npc_maker, will not spawn)&lt;br /&gt;
*Do Alternate collision for this npc (player avoidance)&lt;br /&gt;
*Don´t drop weapons&lt;br /&gt;
*Ignore player push (dont give away to player)&lt;br /&gt;
*Do NOT fade corpse&lt;/div&gt;</summary>
		<author><name>HeadCrabD</name></author>	</entry>

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