Npc combine s

From Valve Developer Community

Table of contents

Entity Description

Combine Soldier
Combine Soldier
Combine Elite Soldier
Combine Elite Soldier

This entity is a Combine soldier. It comes in several variants: Regular, Nova Prospekt, and Elite.

Image:note.png Note: If the "Elite" model is chosen, then the NPC must be equipped with the AR2.
Image:note.png Note: Although the Stunstick is a selectable weapon, there is a bug that renders it useless in combat. None of the three soldier variants have animations for this weapon, and they will merely stand in place instead of attacking the player.

Dedicated Console Variables

  • sk_combine_s_health
<integer> A Combine soldier's spawn health
  • sk_combine_s_kick
<integer> Melee damage

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.
  • waitingtorappel
<boolean> If set, 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
  • additionalequipment
<choices> Weapons
Literal Value Description
weapon_ar2 AR2"
weapon_shotgun Shotgun
weapon_smg1 SMG1
weapon_stunstick Stun Stick
0 Nothing
  • NumGrenades
<integer> Number of Grenades
Use 999999 for unlimited
  • model
<studio/choices>
Literal Value Description
models/combine_soldier.mdl Regular Soldier
models/combine_soldier_prisonguard.mdl Nova Prospekt Soldier
models/combine_super_soldier.mdl Elite Soldier
  • tacticalvariant [Episode One Update]
<boolean> If set, soldier will pressure the enemy (Keep advancing).

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 : Start LookOff
Used when you only want combine to react to what the spotlight sees
  • 131072 : Don't drop grenades [Episode One Update]
  • 262144 : Don't drop ar2 alt fire (elite only) [Episode One Update]

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]
  • BeginRappel
  • LookOn
Look normally
  • LookOff
Don't look for myself, use other squad member's eyes
  • StartPatrolling
Patrol whenever I'm idle or alert.
  • StopPatrolling
Stop patrolling when I'm idle or alert.
  • ThrowGrenadeAtTarget <target_destination>
Throw a grenade at the specified target.

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.
  • OnRappelTouchdown
Fires when done rappeling



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