Cleanup is going to take awhile, so the site is back up but editing has been disabled.
Npc antlion
From HalfLife 2 Knowledge Base
Contents |
[edit]
npc_antlion
Half-Life 2 NPC Entity
[edit]
description
Antlions will run away from ai_sound, type
[edit]
properties
- Target Path Corner target(target_destination)
If set, the name of a path corner entity that this NPC will walk to, after spawning. - Squad Name squadname(String)
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. - Hint Group hintgroup(String)
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. - Hint Limit Nav hintlimiting(choices) - default: Limits NPC to using specified hint group for navigation requests, but does not limit local navigation.
- 0 - No
- 1 - Yes
- Sleep State sleepstate(choices) - default: Holds the NPC in stasis until specified condition. See also 'Wake Radius' and 'Wake Squad'.
- 0 - None
- 1 - Waiting for threat
- 2 - Waiting for PVS
- 3 - Waiting for input
- Wake Radius wakeradius(float) - default: 0
Auto-wake if player within this distance - Wake Squad wakesquad(choices) - default: Wake all of the NPCs squadmates if the NPC is woken
- 0 - No
- 1 - Yes
- Lighting Origin Hack lightingoriginhack(target_destination)
Select a info_lighting_relative to specify a location to sample lighting from, instead of using this entity's origin. - Physics Impact Damage Scale physdamagescale(float) - default: 1.0
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. - Start Burrowed startburrowed(choices)
No- 0 - No
- 1 - Yes
- Alert Radius radius(integer) - default: 256
- Distance until eluded eludedist(integer) - default: 1024
Only available when Burrow When Eluded is flagged - Ignore Bugbait ignorebugbait(choices)
No- 0 - No
- 1 - Yes
[edit]
spawn flags
- 1: Wait Till Seen - default: OFF
- 2: Gag (No IDLE sounds until angry) - default: OFF
- 4: Fall to ground (unchecked means *teleport* to ground) - default: ON
- 8: Drop Healthkit - default: OFF
- 16: Efficient - Don't acquire enemies or avoid obstacles - default: OFF
- 128: Wait For Script - default: OFF
- 256: Long Visibility/Shoot - default: OFF
- 512: Fade Corpse - default: OFF
- 1024: Think outside PVS - default: OFF
- 2048: Template NPC (used by npc_maker, will not spawn) - default: OFF
- 4096: Do Alternate collision for this NPC (player avoidance) - default: OFF
- 8192: Don't drop weapons - default: OFF
- 65536: Burrow when eluded - default: OFF
- 131072: Use Ground Checks - default: OFF
[edit]
inputs
- SetLightingOriginHack(string)
Sets the info_lighting_relative for the studiomodel. Use a null string to deactivate the use of specific lighting origins. - SetRelationship(string)
Changes this entity's relationship with another entity or class. Format - SetHealth(integer)
Set this NPC's health. - SetBodyGroup(integer)
HACK - physdamagescale(float)
Sets the value that scales damage energy when this character is hit by a physics object. NOTE - Ignite(void)
Ignite, burst into flames - Break(void)
Break, smash into pieces - StartScripting(void)
Enter scripting state. In this state, NPCs ignore a variety of stimulus that would make them break out of their scripts - StopScripting(void)
Exit scripting state. - Assault(string)
Start an assault. Parameter passed in should be the name of the rally point. - SetSquad(string)
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. - Wake(void)
Wakes up the NPC if it is sleeping. - ForgetEntity(string)
Clears out the NPC's knowledge of a named entity. - GagEnable(void)
Turn on the NPC Gag flag. - GagDisable(void)
Turn off the NPC Gag flag. - IgnoreDangerSounds(float)
Ignore danger sounds for the specified number of seconds.
[edit]
outputs
- OnDamaged(void)
Fired when this NPC takes damage. - OnDeath(void)
Fired when this NPC is killed. - OnHalfHealth(void)
Fired when this NPC reaches half of its maximum health. - OnHearWorld(void)
Fired when this NPC hears a sound (other than combat or the player). - OnHearPlayer(void)
Fired when this NPC hears the player. - OnHearCombat(void)
Fired when this NPC hears combat sounds. - OnFoundEnemy(string)
Fired when this NPC establishes line of sight to it's enemy (outputs entity). - OnLostEnemyLOS(void)
Fired when this NPC loses line of sight to it's enemy. - OnLostEnemy(void)
Fired when this NPC loses it's enemy. Usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy. - OnFoundPlayer(string)
Fired when this NPC establishes line of sight to it's enemy, and that enemy is a player (outputs player entity). - OnLostPlayerLOS(void)
Fired when this NPC loses line of sight to it's enemy, and that enemy is a player. - OnLostPlayer(void)
Fired when this NPC loses it's 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. - OnDamagedByPlayer(void)
Fired when this NPC is hurt by a player. - OnDamagedByPlayerSquad(void)
Fired when this NPC is hurt by a player OR by one of the player's squadmates. - OnDenyCommanderUse(void)
Fired when this NPC has refused to join the player's squad. - OnWake(void)
Fired when this NPC comes out of a sleep state.
[edit]
related tutorials
Submit your tutorial for npc_antlion

