Stage NPC combat
Give an NPC a target for gunfire or a saber attack.
In the menus: ESC → Design → NPCs → select an NPC → COMBAT...
Give the NPC a weapon
Use WEAPON on the NPC panel first.
Firing supports the two pistols, blaster, bowcaster, repeater, DEMP2, flechette and disruptor.
Giving the weapon does not start it firing.
Choose where it shoots
For a fixed point, aim at the place the shots should land before opening the menus. Select AIM AT CROSSHAIR. The point stays put even when the NPC moves.
For a moving target, enter an NPC id, targetname or part of a display name in ID / name:, then select FOLLOW. A player's client number or name also works. Names can contain spaces.
Start and tune the fire
Select START to open fire.
STOP stops it and keeps the settings for the next start.
The state line shows whether the NPC is firing.
Each tuning field has its own SET. Damage uses SET DAMAGE. Changes apply to the selected NPC.
Reopening the panel reads back the NPC's current settings and target.
| Control | What it sets | Starts at |
|---|---|---|
| Rate ms | 100 to 5,000 milliseconds between shots | 500 |
| Burst | 1 to 20 shots, or 0 for continuous fire | 0 |
| Rest ms | 0 to 20,000 milliseconds added between bursts | 1,500 |
| Spread | 0 to 30 degrees of fresh aim error on each shot | 5 |
| Damage | Off, Light or Full | Off |
Rest adds to the normal interval after the last shot of a burst. Continuous fire ignores it. Light deals one quarter of normal weapon damage. Off keeps the shots harmless.
Fire while moving
Assign a route to move the NPC while it fires.
It can face its target while walking sideways or backwards. A set emote pose still takes priority.
Waypoint Combat settings can start or stop firing on arrival. Set the weapon and aim beforehand.
Stage a saber attack
Give the NPC a saber through WEAPON. Set its target with FOLLOW, then select ATTACK. STOP ATTACK ends the order.
STANCE cycles the styles its hilts allow. BLADE TOGGLE switches a held blade on or off.
Damage also applies to saber attacks: Off keeps them harmless, Light deals one quarter damage and Full deals normal damage.
What stops its fire
Cover and placed collision boxes block its sight. Glass and bodies do not.
After losing sight of a target, it can fire at the last visible position for up to 5 seconds. That position must remain visible.
Mind Trick can interrupt it, disarm it or make it surrender. Ranks 4 and 5 hide the caster from its targeting.
Prefer the console?
The firing NPC can be an id, targetname or partial display name. Leave it out to use the NPC under your crosshair. Give NPC 4 a blaster first. This succeeds silently:
/npc weapon 4 blaster
Set an aim before starting:
Track a player or NPC instead:
These tuning commands succeed silently outside SYNC NPC groups. Their ranges match the panel:
/npc fire [id] rate <100-5000>
/npc fire [id] burst <0-20>
/npc fire [id] rest <0-20000>
/npc fire [id] spread <0-30>
Saber controls
This example uses Damage: Off. /npc attack 4 uses the tracked target. /npc attack 4 off ends the order.
Omit the style to cycle. The hilt must allow the chosen style.
/npc blade [id] [on|off]
/npc blade 4 off
Omitting the state toggles the blade. Success is silent. SYNC NPC groups report a shared result for these actions.