Npc ichthyosaur: 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}}  | ||
{{TabsBar|main=Npc ichthyosaur}}  | |||
{{CD|CNPC_Ichthyosaur|file1=1}}  | |||
[[File:Ichy.jpg|right|250px|Ichthyosaur]]  | |||
{{This is a|model entity|game=Half-Life 2 series|game1=Portal|name=npc_ichthyosaur}}  | |||
The '''Ichthyosaur''' is a large man-eating "fish" of probable [[Xen]] origin.  | |||
{{  | First seen in {{hl|1.bold}}. In {{hl2|1.bold}} appeared once, during Half-Life 2's intro chapter, and can only be implemented with scripts. It has no functional AI other than attacking the player while they are directly in front of the creature.  | ||
{{flying npc}}   | |||
{{NPCNote}}  | |||
==Keyvalues==  | ==Keyvalues==  | ||
{{KV Targetname}}  | |||
{{KV BaseNPC}}  | |||
==Flags==  | ==Flags==  | ||
{{Fl BaseNPC}}  | |||
==Inputs==  | ==Inputs==  | ||
{{I BaseNPC}}  | |||
==Outputs==  | ==Outputs==  | ||
*{{  | {{O BaseNPC}}  | ||
==Dedicated Console Variables==  | |||
{{varcom|start}}  | |||
{{varcom|sk_ichthyosaur_health|200|Arbitrary number|The amount of health for this NPC.}}  | |||
{{varcom|sk_ichthyosaur_melee_dmg|8|Arbitrary number|The amount damage from melee attack of this NPC.}}  | |||
{{varcom|end}}  | |||
==See also==  | |||
* {{ent|monster_ichthyosaur|engine=goldsrc}} - the entity used in [[Half-Life]] and addons  | |||
[[Category:  | [[Category:Half-Life 2 NPCs|I]]  | ||
Latest revision as of 03:33, 19 May 2025
| CNPC_Ichthyosaur | 
npc_ichthyosaur  is a   model entity  available in 
 Half-Life 2 series and 
 Portal.
The Ichthyosaur is a large man-eating "fish" of probable Xen origin.
First seen in Half-Life. In Half-Life 2 appeared once, during Half-Life 2's intro chapter, and can only be implemented with scripts. It has no functional AI other than attacking the player while they are directly in front of the creature.
- This is a flying NPC that uses info_node_air, info_node_air_hint or path_tracks for AI navigation.
 
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 
| 
 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 
6,000units 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
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
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
  | 
Dedicated Console Variables
| Cvar/Command | Parameters or default value | Descriptor | Effect | 
|---|---|---|---|
| sk_ichthyosaur_health | 200 | Arbitrary number | The amount of health for this NPC. | 
| sk_ichthyosaur_melee_dmg | 8 | Arbitrary number | The amount damage from melee attack of this NPC. | 
See also
- monster_ichthyosaur - the entity used in Half-Life and addons