Npc citizen

From Valve Developer Community

Table of contents

Entity description

Citizens
Citizens

The downtrodden citizens of City 17.

  • For code see src/game/server/hl2/npc_citizen17.cpp

Dedicated CVars

  • ai_citizen_debug_commander (Default: 1)
<boolean>
  • g_ai_citizen_show_enemy (Default: 0)
<boolean>
  • npc_citizen_auto_player_squad (Default: 1)
<boolean>
  • npc_citizen_auto_player_squad_allow_use (Default: 0)
<boolean>
  • npc_citizen_explosive_resist (Default: 0)
<boolean>
  • npc_citizen_insignia (Default: 0)
<boolean>
  • npc_citizen_squad_marker (Default: 0)
<boolean>
  • sk_citizen_giveammo_player_delay (Default: 10.0)
<float> The amount of time between ammo assistances.
  • sk_citizen_heal_ally (Default: 30)
<integer>
  • sk_citizen_heal_ally_delay (Default: 20.0)
<float> The amount of time between medical assistances.
  • sk_citizen_heal_player (Default: 35)
<integer>
  • sk_citizen_heal_player_delay (Default: 25.0)
<float> The amount of time between medical assistances.
  • sk_citizen_heal_player_min_forced (Default: 10)
<integer>
  • sk_citizen_heal_player_min_pct (Default: 0.60)
<float>
  • sk_citizen_health (Default: 40)
<integer> A citizen's spawn health.
  • sk_citizen_player_stare_dist (Default: 72.0)
<float>
  • sk_citizen_player_stare_time (Default: 1.0)
<float>
  • sk_citizen_stare_heal_time (Default: 5.0)
<float>

Keyvalues

Defines the name that other entities refer to this entity by.
  • hammerid [Episode Two Update]
<integer readonly> This id is used for debugging purposes in Hammer.
Pitch Yaw Roll (Y Z X)
This entity's angular orientation in the world (also used for angular effect entities).
  • renderfx
<choices>
Literal Value Description
0 Normal
1 Slow Pulse
2 Fast Pulse
3 Slow Wide Pulse
4 Fast Wide Pulse
5 Slow Fade Away
6 Fast Fade Away
7 Slow Become Solid
8 Fast Become Solid
9 Slow Strobe
10 Fast Strobe
11 Faster Strobe
12 Slow Flicker
13 Fast Flicker
14 Constant Glow
15 Distort
16 Hologram (Distort + fade)
17 Scale up
22 Spotlight FX
23 Cull By Distance (TEST)
24 Fade Wider Pulse
  • rendermode
<choices> Used to set a non-standard rendering mode on this entity. See also 'FX Amount' and 'FX Color'.
Literal Value Render Mode Description (Click for more info.)
0 Normal Default rendering.
1 Color Obsolete.
2 Texture Plain opacity.
3 Glow No Z buffer checks. Fixed size on screen.
4 Solid / Alphatest Obsolete. (Use alphatest capabilities in materials instead.)
5 Additive Obsolete. Add this entity's color to what's behind it.
7 Additive Fractional Frame Obsolete? Blend between animation frames.
8 Alpha Add (Not in FGD.) Add alpha.
9 World Space Glow No Z buffer checks. Fixed size in world (as opposed to on screen).
10 Dont Render / None Don't render.
  • renderamt
<integer> FX Amount (0 - 255) - How opaque the entity will be rendered. (0 is fully transparent, while 255 is fully opaque). Will not work if the rendermode keyvalue is set to Normal or Dont Render.
  • rendercolor
<color255> FX Color - What color the entity will be rendered in (to the degree of the opacity set with renderamt).
  • disablereceiveshadows
<boolean> Disable Recieving Shadows
Name of the filter_damage_type entity that controls which entities can damage us.
<string> Response system context(s) for this entity. Format should be: 'key:value,key2:value2,etc'. When this entity speaks, the list of keys and values will be passed to the response rules system.
  • disableshadows
<boolean> Used to disable dynamic shadow casting from this entity.
  • target
<target_destination> If set, the name of a path corner entity that this NPC will walk to, after spawning.
<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.
<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.
<boolean> Limits NPC to using specified hint group for navigation requests, but does not limit local navigation.
  • sleepstate
<choices> Holds the NPC in stasis until specified condition. See also 'Wake Radius' and 'Wake Squad'.
Literal valueDescription
0 None
1 Waiting for threat
2 Waiting for PVS
3 Waiting for input, ignore PVS
4 [Episode One Update] Auto PVS [Episode One Update]
5 [Episode One Update] Auto PVS after PVS [Episode One Update]
  • wakeradius
<float> Auto-wake if player within this distance
<boolean> Wake all of the NPCs squadmates if the NPC is woken
  • physdamagescale
<float> 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.
  • UseSentence
<string> Use this sentence for what to say when the NPC gets used
  • UnUseSentence
<string> Use this sentence for what to say when the NPC gets used again
  • DontUseSpeechSemaphore [Episode One Update]
<boolean> If set, friendly NPCs are not allowed to speak if another friendly NPC is speaking. In some cases we don't want speaking NPCs to prevent other NPCs from speaking (for instance, if there is a friendly NPC speaking for a long time on a monitor). To make this NPC not prevent other NPCs from talking, make it not grab the semaphore when it speaks.
  • AlwaysTransition [Episode One Update]
<boolean> If yes, this NPC will always teleport to a Player Squad Transition Point if they're not within the trigger_transition volume.
  • DontPickupWeapons [Episode One Update]
<boolean> If yes, this NPC will NOT be allowed to pick up weapons they find on the ground.
  • GameEndAlly [Episode One Update]
<boolean> If yes, this NPC will cause the game to end if killed.
Specifies the targetname of this entity's Parent in a movement hierarchy. Child entities move with their Parent.
  • additionalequipment
<choices> Weapons - Allows any weapon
Pick one that is made to function for NPCs
Literal Value Description
weapon_smg1 SMG1
weapon_ar2 AR2
weapon_stunstick Stun Stick
weapon_crowbar Crow Bar
weapon_shotgun Shotgun
weapon_beerbottle Beer bottle (Not coded - Don't use)
weapon_beerbottle2 Beer bottle2 (Not coded - Don't use)
weapon_rpg RPG
0 Nothing
  • Ammo To Resupply
<choices> Ammo to Resupply (if spawnflag set)
Literal Value Description
Pistol Pistol
SMG1 SMG1
SMG1_Grenade SMG1 Grenade
AR2 AR2
Buckshot Shotgun
RPG_Round RPG
Grenade Grenade
XBowBolt Crossbow Bolt
  • Amount Of Ammo To Give
<integer> This is the amount of ammo the NPC has, to give to the player
  • citizentype
<choices>
Literal Value Description Outfit
0 Default The normal blue civil outfit. This is the same as Downtrodden, but with default for the basic entity.
1 Downtrodden The normal blue civil outfit.
2 Refugee A somewhat torn civil outfit, either blue or white. (See model entry below.)
3 Rebel The rebel outfit.
4 Unique The normal blue civil outfit. This can be used if you edit a Citizen to look different, or to be an enemy of a sort.
This variable affects the model used in-game. See Model entry below.
  • Expression Type
<choices>
Literal Value Description
0 Random
1 Scared
2 Normal
3 Angry
  • Model
<string/choices>
Literal Value Description Details
models/humans/group01/male_01.mdl Male 1 Van. Black wearing a blue suit.
models/humans/group01/male_02.mdl Male 2 Image:Todo.png To do: Fill in name. Caucasian wearing a white jacket.
models/humans/group01/male_03.mdl Male 3 Joe. Black wearing a blue suit.
models/humans/group01/male_07.mdl Male 4 Frohman. Caucasian wearing a blue suit.
models/humans/group01/male_08.mdl Male 5 Vance. Caucasian wearing a white jacket. Old.
models/humans/group01/male_09.mdl Male 6 Image:Todo.png To do: Fill in name. Caucasian wearing a blue suit.
models/humans/group01/female_01.mdl Female 1 Image:Todo.png To do: Fill in name. Caucasian wearing a blue suit.
models/humans/group01/female_02.mdl Female 2 Image:Todo.png To do: Fill in name. Caucasian wearing a white jacket.
models/humans/group01/female_03.mdl Female 3 Kim. Black wearing a blue suit. Has a red scarf in-game - cyan if she's a medic.
models/humans/group01/female_04.mdl Female 4 Chau. Asian wearing a white jacket.
models/humans/group01/female_06.mdl Female 5 Image:Todo.png To do: Fill in name. Caucasian wearing a blue suit.
models/humans/group01/female_07.mdl Female 6 Image:Todo.png To do: Fill in name. Black wearing a white jacket.
models/humans/group01/male_cheaple.mdl Cheaple Male 1 Low-detail caucasian wearing a blue suit. Only works if Type is set to Default or Downtrodden. (Otherwise you will just get the "ERROR" model.)
models/odessa.mdl Odessa. DO NOT USE. Colonel Cubbage. Only works if Type is set to Unique. (Otherwise you will just get "ERROR" in-game.)
If citizentype is set to 1 (Downtrodden), these are the models used. Other values cause the equivalent models from models/humans/group02/ (for 2 - Refugee) and models/humans/group03/ (for 3 - Rebel) to be used. The clothing changes appear only in-game, and not in Hammer.
Clothing descriptions apply for group02 only.
If the Medic flag is set and the citizentype (Type) is set to 3 (Rebel), the equivalent models from models/humans/group03m/ are used.
If you set model to something else than the default model value ( eg. Male 02), to something like (models/alyx.mdl) and disable random faces in flags, you can override the model inside the game. Note: you might need to set type to unique.
  • Expression Override
<string> Facial expression override
  • Fire Output When Nav Is Blocked?
<boolean> Set keyvalue to either Yes or No
  • Permanent Squad Member? [Episode One Update]
<boolean> A permanent squad member cannot leave the player's squad unless killed or explicity removed by entity I/O. Only use this if you're sure you want to override the default AI.
  • Deny Command Speech Concept [Episode One Update]
<string> If you want your citizens to squad with the player but not obey commands the player gives to move the squad, put a concept here and this citizen will speak the concept instead of obeying the order.

Flags

  • 1 : Wait Till Seen
  • 2 : Gag
No IDLE sounds until angry
  • 4 : Fall to ground
Unchecked means *teleport* to ground
  • 8 : Drop Healthkit
  • 16 : Efficient - Don't acquire enemies or avoid obstacles
  • 128 : Wait For Script
  • 256 : Long Visibility/Shoot
  • 512 : Fade Corpse
  • 1024 : Think outside PVS
  • 2048 : Template NPC
This entity is a template for the npc_template_maker. It will not spawn automatically upon map spawn - only spawned on cue through that entity. (It can not be spawned through a point_template.)
  • 4096 : Do Alternate collision for this NPC (player avoidance)
  • 8192 : Don't drop weapons
  • 16384 : Ignore player push [Episode One Update]
Dont give way to player
  • 65536 : Follow player on spawn
  • 131072 : Medic
  • 262144 : Random Head
  • 524288 : Ammo Resupplier
  • 1048576 : Not Commandable
  • 4194304 : Random male head
  • 8388608 : Random female head
  • 16777216 : Use RenderBox in ActBusies.
This makes the collision hull surround the model rather than using the human hull. It's more computationally expensive, but necessary when ActBusies involve close proximity to other props/geometry or animate the citizens in a more dynamic way.

Inputs

  • Kill
Removes this entity from the world.
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 == infinite)>
Causes this entity's OnUser1-4 outputs to be fired. See User Inputs and Outputs.
Set the rendercolor.
Set the renderamt.
  • SetDamageFilter <target_destination>
Sets the entity to use as damage filter. Pass in an empty string to clear the damage filter.
Adds a context to this entity's list of response contexts. The format should be 'key:value'.
Remove a context from this entity's list of response contexts. The name should match the 'key' of a previously added context.
Removes all contexts in this entity's list of response contexts.
  • DisableShadow
Turn shadow off.
  • EnableShadow
Turn shadow on.
  • SetRelationship <string>
Changes this entity's relationship toward another entity or class. (Used like the ai_relationship entity, with this NPC as the subject.)
Format: <target> <disposition> <rank>
<disposition> values:
Literal Value Description
D_HT Hate
D_FR Fear
D_LI Like
D_NU Neutral
  • SetHealth <integer>
Set this NPC's health.
  • AddHealth <integer> [Episode Two Update]
Add to NPC's health.
  • RemoveHealth <integer> [Episode Two Update]
Remove fromNPC's health.
  • SetBodyGroup <integer>
HACK: Sets this NPC's body group (from 0 - n). You'd better know what you are doing!
  • physdamagescale <float>
Sets the value that scales damage energy when this character is hit by a physics object.
Image:note.png Note: 0 means this feature is disabled for backwards compatibility.
  • Ignite
Ignite, burst into flames
  • IgniteLifetime [Episode Two Update]
  • IgniteNumHitboxFires [Episode Two Update]
  • IgniteHitboxFireScale [Episode Two Update]
  • Break
Break, smash into pieces
  • 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.
  • StopScripting
Exit scripting state.
Start an assault. Parameter passed in should be the name of the rally point.
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
Wakes up the NPC if it is sleeping.
  • ForgetEntity <target_destination>
Clears out the NPC's knowledge of a named entity.
  • GagEnable
Turn on the NPC Gag flag. NPC won't speak outside of choreographed scenes.
  • GagDisable
Turn off the NPC Gag flag.
  • IgnoreDangerSounds <float>
Ignore danger sounds for the specified number of seconds.
  • HolsterWeapon [Episode One Update]
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.
  • HolsterAndDestroyWeapon [Episode One Update]
Identical to HolsterWeapon, except the weapon is destroyed once it has been holstered and concealed.
  • UnholsterWeapon [Episode One Update]
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.
  • ForceInteractionWithNPC <string> [Episode One Update]
Force the NPC to use a dynamic interaction with another NPC.
Parameter format: <target NPC name> <dynamic interaction name>
  • UpdateEnemyMemory <target_destination> [Episode One Update]
Update (or Create) this NPC's memory of an enemy and its location
  • BecomeRagdoll [Episode Two Update]
  • SpeakResponseConcept <string> [Episode One Update]
Speak the specified response concept.
  • OutsideTransition [Episode One Update]
Use this input to teleport the NPC to a hintnode with the Player Squad Transition Point hint type.
  • EnableAlwaysTransition [Episode One Update]
Enable the 'always transition' behavior
  • DisableAlwaysTransition [Episode One Update]
Disable the 'always transition' behavior
  • MakeGameEndAlly [Episode One Update]
Make this NPC a game end ally.
  • MakeRegularAlly [Episode One Update]
Make this NPC a regular ally.
  • EnableWeaponPickup [Episode One Update]
Enable Weapon Pickup
  • DisableWeaponPickup [Episode One Update]
Disable Weapon Pickup
  • GiveWeapon <classname> [Episode One Update]
Gives the NPC a weapon of the specified entity name.
Changes the entity's parent in the movement hierarchy.
Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.
Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the Parent's Origin and Angles at the time it is attached.
Removes this entity from its current movement hierarchy.
  • SetExpressionOverride <string>
Set facial expression override
  • StartPatrolling
Patrol whenever I'm idle or alert.
  • StopPatrolling
Stop patrolling when I'm idle or alert.
  • SetCommandable
Make a previously uncommandable citizen commandable
  • SetMedicOn
Set the medic flag on. Will not change the model or skin of the citizen.
  • SetMedicOff
Set the medic flag off. Will not change the model or skin of the citizen.
  • SetAmmoResupplierOn
Set the ammo-resupplier flag on. Will not change the model or skin of the citizen.
  • SetAmmoResupplierOff
Set the ammo-resupplier flag off. Will not change the model or skin of the citizen.
  • SetReadinessLow
Set readiness to calmest state (Bored)
  • SetReadinessMedium
Set readiness to moderate (Alert)
  • SetReadinessHigh
Set readiness to highest. (Combat imminent)
  • LockReadiness <float>
Lock readiness at current setting for x seconds -1 = forever, 0 = unlock now
  • GiveWeapon <classname>
Gives the NPC the specified weapon - excluded from FGD
  • SpeakIdleResponse
Forces the NPC to speak an idle response - excluded from FGD
  • RemoveFromPlayerSquad [Episode One Update]
Remove from player squad, instantly.
  • SetReadinessPanic [Episode One Update]
Set readiness to panic state (Special)

Outputs

  • OnDamaged
Fired when this NPC takes damage.
!activator = damage inflictor
  • OnDeath
Fired when this NPC is killed.
!activator = killer
  • OnHalfHealth
Fired when this NPC reaches half of its maximum health.
  • OnHearWorld
Fired when this NPC hears a sound (other than combat or the player).
  • OnHearPlayer
Fired when this NPC hears the player.
  • OnHearCombat
Fired when this NPC hears combat sounds.
Fired when this NPC establishes line of sight to its enemy (outputs entity).
  • OnLostEnemyLOS
Fired when this NPC loses line of sight to its enemy.
  • 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.
Fired when this NPC establishes line of sight to its enemy, and that enemy is a player (outputs player entity).
  • OnLostPlayerLOS
Fired when this NPC loses line of sight to its enemy, and that enemy is a player.
  • 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.
  • OnDamagedByPlayer
Fired when this NPC is hurt by a player.
!activator = attacker or vehicle driver (if friendly fire)
  • OnDamagedByPlayerSquad
Fired when this NPC is hurt by a player OR by one of the player's squadmates.
!activator = attacker or vehicle driver (if friendly fire)
  • OnDenyCommanderUse
Fired when this NPC has refused to join the player's squad.
  • OnWake
Fired when this NPC comes out of a sleep state.
  • OnJoinedPlayerSquad
Fires when joins player squad
  • OnLeftPlayerSquad
Fires when leaves player squad (doesn't include death or deletion)
  • OnFollowOrder
Fires when ordered to follow player
  • OnStationOrder
Fires when ordered to a location by player
  • OnPlayerUse
Fires when a player +USEs the citizen.
!activator = player
  • OnNavFailBlocked
Fires when this Citizen's movement fails because he/she is blocked by a dynamic object.



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