Npc mortarsynth: Difference between revisions
Jump to navigation
Jump to search
Bug:Spawning this NPC is not possible. The only time it's seen in
)
Note:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.
(categorization, formatting) |
No edit summary |
||
(4 intermediate revisions by 4 users not shown) | |||
Line 1: | Line 1: | ||
{{Ent not in game}} | |||
[[File:Mortar_Synth_front.jpg|250px|right|thumb]] | [[File:Mortar_Synth_front.jpg|250px|right|thumb]] | ||
{{hl2 | {{this is a|model entity|cut=1|game=Half-Life 2 series|name=npc_mortarsynth}}<br> | ||
{{bug|tested={{hl2}}|Spawning this NPC is not possible. The only time it's seen in <code>ds_citadel_05</code>, is in form of a [[cycler]].}} | |||
==Entity Description== | ==Entity Description== | ||
The Mortar Synth is an incomplete Half-Life 2 aerial enemy only glimpsed towards the end of the game in the Citadel on a conveyor belt along with the [[npc_crabsynth|Crab Synth]], during Gordon Freeman's second pod ride. | The Mortar Synth is an incomplete Half-Life 2 aerial enemy only glimpsed towards the end of the game in the Citadel on a conveyor belt along with the [[npc_crabsynth|Crab Synth]], during Gordon Freeman's second pod ride. | ||
{{NPCNote}} | {{NPCNote}} | ||
Latest revision as of 17:31, 5 June 2025

This entity is not in the game by default, but got left over in the FGD.
This feature is not available anymore.
This feature is not available anymore.
npc_mortarsynth
is a cut model entity available in Half-Life 2 series.

ds_citadel_05
, is in form of a cycler. (tested in: 
Entity Description
The Mortar Synth is an incomplete Half-Life 2 aerial enemy only glimpsed towards the end of the game in the Citadel on a conveyor belt along with the Crab Synth, during Gordon Freeman's second pod ride.

Keyvalues
CBaseCombatCharacter:
CAI_BaseNPC:
DamageFilter:
|
Flags
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
6,000
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
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
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
|