npc_maker
From Valve Developer Community
Contents |
Entity Description
Spawns a class of NPC at its position when told to. Typically used to provide a continuous wave of attackers during an ambush, or to replace killed enemies in a standoff-type situation.
For more control over the properties of the spawned NPCs, see the npc_template_maker point entity which uses 'template' NPCs as a base, or the point_template entity which is more suited for spawning an entire squad into the appropriate positions.
Keyvalues
Targetname:
- Name <string>
- The targetname other entities refer to this entity by.
-
Angles:
- Pitch Yaw Roll (Y Z X)
<angle> - This entity's angular orientation in the world.
-
EnableDisable:
- Start Disabled
<bool> - Stay dormant until activated (probably with the Enable input).
- MaxNPCCount
- <integer> Number of NPCs that will spawn before this spawner is exhausted.
- SpawnFrequency
- <string> How often (in seconds) a new NPC will be spawned. If set to -1, a new NPC will be made when the last NPC dies.
- MaxLiveChildren
- <integer> Maximum number of live children allowed at any one time (new ones will not be made until one dies). If set to -1, no limit is applied.
- Relationship
- <string> Childrens' relationship string
- m_RelationshipString defined in the CNPCMaker class
- NPCType
- <npcclass> Class name of spawned NPC
- NPCTargetname
- <string> Childrens' Name
- NPCSquadname
- <string> Childrens' Squad Name
- NPCHintGroup
- <string> Childrens' Hint Group
- additionalequipment
- <choices> Weapons - Allows any weapon
- Pick one that is made to function for NPCs
Literal Value Description weapon_pistol Pistol weapon_ar2 AR2 weapon_shotgun Shotgun weapon_smg1 SMG1 weapon_stunstick Stun Stick weapon_annabelle Grigori's Shotgun 0 Nothing
Flags
- 16 : Fade Corpse
- 32 : Infinite Children
- 64 : Do Not Drop
- 128 : Don't Spawn While Visible
Inputs
Targetname:
-
Kill - Removes this entity from the world.
-
KillHierarchy - Removes this entity and all its children from the world.
-
AddOutput <string> - Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
- Format:
<key> <value> - Format:
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite> -
FireUser1toFireUser4 - Fire the
OnUseroutputs; see User Inputs and Outputs.
-
EnableDisable:
-
Enable -
Disable - Enable/disable this entity from performing its task. It might also disappear from view.
- Spawn
- Spawns an NPC.
- Toggle
- Toggles the spawner enabled/disabled state.
- AddMaxChildren <integer>
- Adds to the number of NPCs that can spawn before the spawner is exhausted. If an exhausted spawner is given some children to spawn, it still wont begin spawning until it is re-enabled with the Enable input.
- SetMaxChildren <integer>
- Sets the number of NPCs that can spawn before the spawner is exhausted. If an exhausted spawner is given some children to spawn, it still won't begin spawning until it is re-enabled with the Enable input.
- SetMaxLiveChildren <integer>
- Sets the maximum number of NPCs that can be alive at any one time from this spawner.
- SetSpawnFrequency <float>
- Sets how often (in seconds) a new NPC will be spawned.
Outputs
Targetname:
-
OnUser1toOnUser4 - Fired in response to the
FireUserinputs; see User Inputs and Outputs. -
OnKilled(New with Left 4 Dead) - Fired when the entity is killed and removed from the game.
- OnSpawnNPC <targetname>
- Fired when an NPC is spawned. The activator is the NPC, and the targetname is of the NPC.
- OnAllSpawned
- Fired when the spawned is exhausted (all children have been spawned).
- OnAllSpawnedDead
- Fired when the spawner is exhausted (all children have been spawned), and all spawned children have died.
- OnAllLiveChildrenDead
- Fired when all spawned children have died. This does not mean the spawned is exhausted, so a new child may be spawned any time after this (unless the maker is disabled).
See Also
- npc_template_maker - uses template NPC entities for more control over spawned NPCs.
- point_template - spawns NPCs (or other entities) in-place; can deal with up to sixteen different targetnames simultaneously, and multiple entities per targetname.

