Npc antlionguard: Difference between revisions
		
		
		
		
		
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Note:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.
		
	
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{{  | {{LanguageBar}}  | ||
{{CD|CNPC_AntlionGuard|file1=1}}  | |||
}}  | [[File:Antlionguard-skin1.jpg|thumb|225px|right|Antlion Guard - click to enlarge.]]  | ||
{{  | [[File:Antlionguard-skin2.jpg|thumb|225px|right|{{EP1 add|Cavern Dweller}} - click to enlarge.]]  | ||
[[  | {{this is a|model entity|name=npc_antlionguard|game=Half-Life 2 series}} The Antlion Guard is a much larger and more dangerous form of an [[Antlion]]. The guard has a significant amount of health, and can fling physics objects at the player.  | ||
[[  | |||
{{  | |||
The cavern guard does not charge or roar and predicts where the player will be for melee attack.  | Only one Antlion Guard can charge at a time per squad, due to the charge requiring the guard to occupy the {{code|SQUAD_SLOT_ANTLIONGUARD_CHARGE}} squad slot.  | ||
The Antlion Guardian (cavern guard) does not charge or roar and predicts where the player will be for melee attack.  | |||
{{NPCNote}}  | {{NPCNote}}  | ||
== Keyvalues ==  | |||
{{KV Targetname}}  | |||
{{KV Model|spawn model=models/antlion_guard.mdl}}  | |||
{{KV|Start burrowed|intn=startburrowed|bool|Start the NPC burrowed under the ground, waiting for the player to appear.}}  | |||
{{KV|Allow bark|bool|intn=allowbark|Sometimes the Antlion Guard will call other Antlions to unburrow near it. There can only be {{code|ANTLIONGUARD_SUMMON_COUNT}} (a macro in the {{code|cpp}} file, 3 by default) Antlions alive at a time '''per guard'''.}}  | |||
{{KV|Cavern breed|intn=cavernbreed|bool|Sets the guard to use the Episode Two Cavern Guard skin.}}  | |||
{{KV|In Cavern|intn=incavern|bool|If set, the guard will do poison damage and will not charge or roar.}}  | |||
{{KV|Shove Targets|intn=shovetargets|string|}}  | |||
{{KV BaseNPC}}  | |||
==  | == Flags ==  | ||
{{fl|65536|Create server-side ragdoll on death}}  | |||
{{fl|131072|Use inside footsteps}}  | |||
{{Fl BaseNPC}}  | |||
==  | == Inputs ==  | ||
{{I|Unburrow|Unburrow from the ground.}}  | |||
{{I|SetShoveTarget|Sets a shove target to attack.|param=target_destination}}  | |||
{{I|SetChargeTarget|Sets a charge target to attack. To make it work with [[npc_bullseye]], you also need to set [[info_target]] with parameters. Example: ''bulleye_test target_start_1''|param=target_destination}}  | |||
{{I|ClearChargeTarget|Clear the charge target.}}  | |||
{{I|Ragdoll|Causes the antlion guard to die, regardless of health.}}  | |||
{{I|EnableBark|Allow the antlion guard to try and summon antlions.}}  | |||
{{I|DisableBark|Stop the antlion guard from trying to summon antlions.}}  | |||
{{I|SummonedAntlionDied|Informs the guard that a summoned antlion has died. Automatically sent by summoned antlions when they die. Sending this manually will cause the guard to summon an extra antlion for each time its sent.|nofgd=1}}  | |||
{{I|StopInvestigating|Stop trying to sniff out the player. (Not implemented)}}  | |||
{{I|EnablePreferPhysicsAttack|Prefer to use physics attacks if at all possible, even when inside a cavern.(The guard will still prioritize charging).}}  | |||
{{I|DisablePreferPhysicsAttack|Do not prefer to use physics attacks if at all possible, even when inside a cavern.}}  | |||
{{I BaseNPC}}  | |||
== Outputs ==  | |||
{{O|OnSeeHiddenPlayer|Fires when the current enemy is seen while trying to hide.(Non-functional)}}  | |||
{{O|OnSmellHiddenPlayer|Fires when the current enemy is smelled while trying to hide.(Non-functional)}}  | |||
{{O|OnSummon|Fires when the Antlion Guard is attempting to summon Antlion Soldiers.}}  | |||
{{O BaseNPC}}  | |||
== Dedicated Console Variables ==  | |||
;sk_antlionguard_health <[[int]]>  | |||
: An antlion guard's spawn health  | |||
;sk_antlionguard_dmg_charge <[[int]]>  | |||
: Damage the antlion guard deals when it hits the player while charging.  | |||
;sk_antlionguard_dmg_shove <[[int]]>  | |||
: Damage the antlion guard deals when it hits the player with the standard, shove attack.  | |||
;sk_antlionguard_dmg_take_scale <[[int]]>  | |||
: Scale of how much damage the antlion guard takes if damaged.  | |||
==  | |||
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==See also==  | == See also ==  | ||
* [[npc_antlion]]  | * [[npc_antlion]]  | ||
* [[Mapping with Antlions]]  | * [[Mapping with Antlions]]  | ||
[[Category:Half-Life 2 NPCs]]  | [[Category:Half-Life 2 NPCs|A]]  | ||
Latest revision as of 10:39, 8 June 2025
| CNPC_AntlionGuard | 
Cavern Dweller (in all games since 
) - click to enlarge.
npc_antlionguard  is a   model entity  available in 
 Half-Life 2 series. The Antlion Guard is a much larger and more dangerous form of an Antlion. The guard has a significant amount of health, and can fling physics objects at the player.
Only one Antlion Guard can charge at a time per squad, due to the charge requiring the guard to occupy the SQUAD_SLOT_ANTLIONGUARD_CHARGE squad slot.
The Antlion Guardian (cavern guard) does not charge or roar and predicts where the player will be for melee attack.
Keyvalues
- Name (targetname) <string>[ Edit ]
 - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. 
parentnameortarget).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities 
- World Model (model) <model path> !FGD[ Edit ]
 - This entity's model is set to: 
models/antlion_guard.mdlon spawn so specifying this keyvalue will have no effect. 
- Start burrowed (startburrowed) <boolean>
 - Start the NPC burrowed under the ground, waiting for the player to appear.
 
- Allow bark (allowbark) <boolean>
 - Sometimes the Antlion Guard will call other Antlions to unburrow near it. There can only be 
ANTLIONGUARD_SUMMON_COUNT(a macro in thecppfile, 3 by default) Antlions alive at a time per guard. 
- Cavern breed (cavernbreed) <boolean>
 - Sets the guard to use the Episode Two Cavern Guard skin.
 
- In Cavern (incavern) <boolean>
 - If set, the guard will do poison damage and will not charge or roar.
 
- Shove Targets (shovetargets) <string>
 
| 
 CBaseCombatCharacter: 
 
 CAI_BaseNPC: 
 
 
 
 
 
 
 
 
 DamageFilter: 
  | 
Flags
- Create server-side ragdoll on death : [65536]
 
- Use inside footsteps : [131072]
 
BaseNPC flags 
- 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 
6,000units 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
- Unburrow
 - Unburrow from the ground.
 
- SetShoveTarget <targetname>
 - Sets a shove target to attack.
 
- SetChargeTarget <targetname>
 - Sets a charge target to attack. To make it work with npc_bullseye, you also need to set info_target with parameters. Example: bulleye_test target_start_1
 
- ClearChargeTarget
 - Clear the charge target.
 
- Ragdoll
 - Causes the antlion guard to die, regardless of health.
 
- EnableBark
 - Allow the antlion guard to try and summon antlions.
 
- DisableBark
 - Stop the antlion guard from trying to summon antlions.
 
- SummonedAntlionDied !FGD
 - Informs the guard that a summoned antlion has died. Automatically sent by summoned antlions when they die. Sending this manually will cause the guard to summon an extra antlion for each time its sent.
 
- StopInvestigating
 - Stop trying to sniff out the player. (Not implemented)
 
- EnablePreferPhysicsAttack
 - Prefer to use physics attacks if at all possible, even when inside a cavern.(The guard will still prioritize charging).
 
- DisablePreferPhysicsAttack
 - Do not prefer to use physics attacks if at all possible, even when inside a cavern.
 
BaseNPC inputs 
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 
dispositionare: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
- OnSeeHiddenPlayer
 - Fires when the current enemy is seen while trying to hide.(Non-functional)
 
- OnSmellHiddenPlayer
 - Fires when the current enemy is smelled while trying to hide.(Non-functional)
 
- OnSummon
 - Fires when the Antlion Guard is attempting to summon Antlion Soldiers.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
  | 
Dedicated Console Variables
- sk_antlionguard_health <int>
 - An antlion guard's spawn health
 - sk_antlionguard_dmg_charge <int>
 - Damage the antlion guard deals when it hits the player while charging.
 - sk_antlionguard_dmg_shove <int>
 - Damage the antlion guard deals when it hits the player with the standard, shove attack.
 - sk_antlionguard_dmg_take_scale <int>
 - Scale of how much damage the antlion guard takes if damaged.