Npc antlion grub: Difference between revisions

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(→‎Entity Description: Adding an image of the Antlion grub.)
(Added CD template)
 
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{{wrongtitle|title=npc_antlion_grub}}
[[File:Npc_antliongrub.jpg|right|thumb]]
{{screenshot}}
{{CD|CAntlionGrub|file1=npc_antliongrub.cpp}}
 
{{this is a|point entity|game=Half-Life 2: Episode Two|name=npc_antlion_grub}}
{{immobile npc}}
{{immobile npc}}


==Entity Description==
An [[Antlion]] grub is a larvae-stage antlion. It emits a faint light and drops a [[item_grubnugget|health-nugget]] upon death.
An [[Antlion]] grub is a larvae-stage antlion. It emits a faint light and drops a health-nugget upon death.
{{NPCNote}}
[[Image:Antlion_grub.jpg|thumb|right|300px|An Antlion Grub]]
 
==Dedicated Console Variables==


==Keyvalues==
==Keyvalues==
* {{KV Targetname}}
{{KV Targetname}}
* {{KV Angles}}
{{KV Angles}}
* {{kv basefadeprop}}
{{kV BaseFadeProp}}
* {{KV Global}}
{{KV Global}}


==Flags==
==Flags==
Line 19: Line 18:


==Inputs==
==Inputs==
* {{I Targetname}}
{{I Targetname}}
*; Squash : Squash the grub!
{{I|Squash|Squash the grub!}}
{{I|param=float|nofgd=1|Agitate|The grub will play excited animations and sound effects for this number of seconds.}}


==Outputs==
==Outputs==
* {{O Targetname}}
{{O Targetname}}
*; OnAgitated : Fired when the grub is stepped on or damaged.
{{O|OnAgitated|Fired when the grub is stepped on or damaged.}}
 
{{O|OnDeath|Fired when the grub is killed.}}
*; OnDeath : Fired when the grub is killed.
{{O|OnDeathByPlayer|Fired when the grub is killed (only by the player).}}
 
*; OnDeathByPlayer : Fired when the grub is killed (only by the player).


[[Category:Entities]]
[[Category:Half-Life 2 NPCs|A]]
[[Category:Half-Life 2: Episode Two Entities]]

Latest revision as of 13:57, 27 August 2025

Npc antliongrub.jpg
C++ Class hierarchy
CAntlionGrub
CBaseAnimating
CBaseEntity
C++ npc_antliongrub.cpp

npc_antlion_grub is a point entity available in Half-Life 2: Episode Two Half-Life 2: Episode Two.

An Antlion grub is a larvae-stage antlion. It emits a faint light and drops a health-nugget upon death.

Note.pngNote:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Pitch Yaw Roll (Y Z X) (angles) <QAngle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.

BaseFadeProp:

Start Fade Dist (fademindist) <float>
Distance at which the entity starts to fade.
End Fade Dist (fademaxdist) <float>
Max fade distance at which the entity is visible.
  • If start fade is <0, the entity will disappear instantly when end fade is hit.
  • If end fade is <0, the entity won't disappear at all. (This is the default behavior.)
The values will scale appropriately if the entity is in a 3D Skybox.
Fade Scale (fadescale) <float>
If you specify so in worldspawn, or if the engine is running below DirectX 8 (DX7 in Source 2006), props will fade out even if the fade distances above aren't specified. This value gives you some control over when this happens: numbers smaller than 1 cause the prop to fade out at further distances, while those greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also the QC command $noforcedfade.
Global:
Global Entity Name (globalname) <string>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.

Flags

  • 1 : "Do not automatically attach to surface"

Inputs

Squash
Squash the grub!
Agitate <floatRedirectInput/float> !FGD
The grub will play excited animations and sound effects for this number of seconds.

Outputs

OnAgitated
Fired when the grub is stepped on or damaged.
OnDeath
Fired when the grub is killed.
OnDeathByPlayer
Fired when the grub is killed (only by the player).