Npc maker

From Valve Developer Community

Table of 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.

Image:note.png Note: Some keyvalues, flags, inputs, or outputs might not affect an NPC based on the functionality and coding of the NPC.

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).
  • StartDisabled
<boolean>
  • 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

  • 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.
  • Enable
Enable this entity.
  • Disable
Disable this entity.
  • 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

Fired in response to FireUser1-4 inputs. See User Inputs and Outputs.
!activator = activator
Fired when an NPC is spawned. The activator is the NPC, and the ehandle is 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 [Episode One Update]
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.