Npc headcrab: Difference between revisions
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{{ | {{LanguageBar}} | ||
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}} | [[File:headcrab.jpg|right|250px|Headcrab]] | ||
{{ | {{CD|CHeadcrab|file1=npc_headcrab.cpp}} | ||
{{This is a|model entity|name=npc_headcrab|game=Half-Life 2 series|game1=Black Mesa}} | |||
[[ | |||
These are the classic, slow-moving headcrabs. They attack by jumping at the player's head and inflict a nominal amount of damage. Almost any weapon can dispatch them easily. | These are the classic, slow-moving headcrabs. They attack by jumping at the player's head and inflict a nominal amount of damage. Almost any weapon can dispatch them easily. | ||
{{toc-right}} | |||
Commonly found attached to a [[Npc_zombie|zombie]] host body, they will detach if that host is sufficiently damaged below the head. | Commonly found attached to a [[Npc_zombie|zombie]] host body, they will detach if that host is sufficiently damaged below the head. | ||
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See also [[env_headcrabcanister]] which is a mortar shell containing a payload of headcrabs. The mortar shell inflicts damage within a radius of where it lands and releases headcrabs after impact. Triggers and entity options offer control over impact damage and when the headcrabs are released, among other options. | See also [[env_headcrabcanister]] which is a mortar shell containing a payload of headcrabs. The mortar shell inflicts damage within a radius of where it lands and releases headcrabs after impact. Triggers and entity options offer control over impact damage and when the headcrabs are released, among other options. | ||
{{PlacementTip|Classic headcrabs can be paired with their [[npc_headcrab_fast|fast-moving]] or [[npc_headcrab_black|poisonous]] relatives to make it more interesting.}} | |||
{{ | {{PlacementTip|Avoid the cliche of placing headcrabs in vents; they would likely be more of an annoyance than an improvement on gameplay.}} | ||
{{ | |||
{{NPCNote}} | {{NPCNote}} | ||
== Keyvalues == | == Keyvalues == | ||
{{KV Targetname}} | |||
{{KV BaseHeadcrab}} | |||
{{KV BaseNPC}} | |||
== Flags == | == Flags == | ||
{{Fl_BaseHeadcrab}} | |||
{{Fl BaseNPC}} | {{Fl BaseNPC}} | ||
== Inputs == | == Inputs == | ||
{{I BaseHeadcrab}} | |||
{{I BaseNPC}} | |||
== Outputs == | == Outputs == | ||
{{O BaseNPC}} | |||
== Dedicated Console Variables == | |||
{{varcom|start}} | |||
{{varcom|sk_headcrab_health|10{{hl2}}, 15{{bms}}|[[Float]]|A headcrab's spawn health.}} | |||
{{varcom|sk_headcrab_melee_dmg|5{{hl2}}, 10{{bms}}|Float|Melee damage. Also used by other headcrab versions.}} | |||
{{varcom|g_debug_headcrab|0|[[Bool]]|Toggle headcrab debugging.}} | |||
{{varcom|sk_headcrab_min_jump_dist {{only|{{bms12|4}}}}|28|Float|Minimum jump distance.}} | |||
{{varcom|sk_headcrab_max_jump_dist {{only|{{bms12|4}}}}|256|Float|Maximum jump distance.}} | |||
{{varcom|sv_headcrab_can_latch_on_player {{only|{{bms12|4}}}}|0|Bool|Toggles headcrab's ability to attach player's head (if player catches it with head). Requires [https://gamebanana.com/mods/7739 this texture] to display properly as the texture has been removed.}} | |||
{{varcom|end}} | |||
==See also== | |||
* {{ent|env_headcrabcanister}} - canister with headcrabs | |||
* {{ent|npc_headcrab_fast}} - fast headcrab | |||
* {{ent|npc_headcrab_poison}} - poison headcrab | |||
* {{ent|npc_headcrab_baby}} - baby headcrab {{only|{{bms}}}} | |||
[[Category:Half-Life 2 NPCs]] | [[Category:Half-Life 2 NPCs|H]] | ||
[[Category:Headcrabs]] |
Latest revision as of 03:19, 20 May 2025
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CHeadcrab |
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npc_headcrab
is a model entity available in Half-Life 2 series and
Black Mesa.
These are the classic, slow-moving headcrabs. They attack by jumping at the player's head and inflict a nominal amount of damage. Almost any weapon can dispatch them easily.
Commonly found attached to a zombie host body, they will detach if that host is sufficiently damaged below the head.
There are several other headcrab variants and associated zombie types.
See also env_headcrabcanister which is a mortar shell containing a payload of headcrabs. The mortar shell inflicts damage within a radius of where it lands and releases headcrabs after impact. Triggers and entity options offer control over impact damage and when the headcrabs are released, among other options.



Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
BaseHeadcrab:
- Start burrowed (startburrowed) <boolean>
- Should this npc start burrowed? Will unburrow via input or if an enemy gets near.
Note:If a headcrab is burrowed, it cannot be damaged. Use Kill input if needing to remove such headcrab.
CBaseCombatCharacter:
CAI_BaseNPC:
DamageFilter:
|
Flags
- Start hidden : [65536]
- Start hanging from ceiling : [131072]
- Wait Till Seen : [1]
- Prevents this NPC from seeing (or being seen) until it enters a player's viewcone.
- Gag : [2]
- Won't make IDLE sounds until it's angry.
- Fall to ground (unchecked means teleport to ground) : [4]
- Drop Healthkit : [8]
- Causes this NPC to drop an item_healthvial upon dying.
- Efficient : [16]
- Don't acquire enemies or avoid obstacles
- Wait For Script : [128]
- Forces this NPC to "wait" in an idle state until it finishes playing a scripted_sequence.
- Long Visibility/Shoot : [256]
- By default, increases a NPC's sight range to
6,000
units and allows it to attack from anywhere within that distance.
- Fade Corpse : [512]
- Think outside PVS : [1024]
- Allows this NPC to run its regular AI outside of any player's PVS.
- Template NPC : [2048]
- Marks this NPC as a template for entities like npc_template_maker. The NPC will not spawn on its own. This is not needed for point_template.
- Do Alternate collision for this NPC (player avoidance) : [4096]
- Don't drop weapons : [8192]
- Ignore player push : [16384] (in all games since
)
- Entity won't give way to player.
Inputs
- Burrow !FGD
- Burrow. If no burrow points within 512 units, does nothing.
- BurrowImmediate !FGD
- Burrow immediate.
- Unburrow !FGD
- Unburrow.
- StartHangingFromCeiling
- Start hanging from ceiling.
- DropFromCeiling
- Drop if hanging from ceiling.
CAI_BaseNPC:
- ActivateSpeedModifier !FGD
- DisableSpeedModifier !FGD
- Break
- Smash into pieces. If this is not possible, disappear.
- BecomeRagdoll (in all games since
)
- Remove itself and instantly become a ragdoll with zero force (just go limp). OnDeath, etc. outputs will NOT be fired.
- ForceInteractionWithNPC <string> <string> (in all games since
)
- Force the NPC to use a dynamic interaction with another NPC. Syntax is <targetname> <dynamic interaction>.
- ForgetEntity <targetname >
- Clears out the NPC's knowledge of a named entity.
- UpdateEnemyMemory (in all games since
)
- Update (or create) this NPC's memory of of the given entity.
- GagEnable
- GagDisable
- Gagged NPCs won't speak (or moan, caw, etc.) unless made to be a choreographed scene.
- HolsterWeapon (in all games since
)
- UnholsterWeapon (in all games since
)
- Force the NPC to holster or unholster their weapon. Ignored if the NPC is scripting or if the NPC doesn't use weapons.
- HolsterAndDestroyWeapon (in all games since
)
- Same as
HolsterWeapon
, except the weapon is destroyed once it has been concealed.
- IgnoreDangerSounds <float >
- Ignore danger sounds for the specified number of seconds.
- InsideTransition !FGD
- OutsideTransition !FGD
- SetBodyGroup <integer >
- HACK: Sets this NPC's body group (from 0–n).
- SetEnemyFilter <string >
- SetHealth <integer >
- Set the NPC's health.
- SetMaxLookDistance <float > (only in
)
- Sets the maximum look distance for the NPC. Defaults are 2048 and 6000 for long range NPCs.
- SetRelationship <string|targetname or classname> <string|disposition> <int|rank>
- Changes whether this NPC likes or dislikes certain others. Used like the ai_relationship entity, with this NPC as the subject.
- Values for
disposition
are:D_HT
: HateD_FR
: FearD_LI
: LikeD_NU
: Neutral
- SetSquad <string >
- Change the name of this NPC's squad. Leaving the parameter blank will remove the NPC from any existing squad.
- StartScripting
- StopScripting
- Enter/exit scripting state, where 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 NPCs' idle speech, and so on.
- Wake
- Wakes up the NPC if it is sleeping.
CBaseCombatCharacter:
- KilledNPC !FGD
- Tells the entity it killed something. Despite the name, this can include a player. This input will be automatically sent by the victim when they die.
- 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.
DamageFilter:
Outputs
|
Dedicated Console Variables
Cvar/Command | Parameters or default value | Descriptor | Effect |
---|---|---|---|
sk_headcrab_health | 10![]() ![]() |
Float | A headcrab's spawn health. |
sk_headcrab_melee_dmg | 5![]() ![]() |
Float | Melee damage. Also used by other headcrab versions. |
g_debug_headcrab | 0 | Bool | Toggle headcrab debugging. |
sk_headcrab_min_jump_dist (only in ![]() |
28 | Float | Minimum jump distance. |
sk_headcrab_max_jump_dist (only in ![]() |
256 | Float | Maximum jump distance. |
sv_headcrab_can_latch_on_player (only in ![]() |
0 | Bool | Toggles headcrab's ability to attach player's head (if player catches it with head). Requires this texture to display properly as the texture has been removed. |
See also
- env_headcrabcanister - canister with headcrabs
- npc_headcrab_fast - fast headcrab
- npc_headcrab_poison - poison headcrab
- npc_headcrab_baby - baby headcrab (only in
)