Npc headcrab: Difference between revisions
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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. | |||
| {{toc-right}} | |||
| Commonly found attached to a [[Npc_zombie|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.  | |||
| {{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}} | |||
| == Keyvalues == | |||
| {{KV Targetname}} | |||
| {{KV BaseHeadcrab}} | |||
| {{KV BaseNPC}} | |||
| == Flags == | |||
| {{Fl_BaseHeadcrab}} | |||
| {{Fl BaseNPC}} | |||
| == Inputs == | |||
| {{I BaseHeadcrab}} | |||
| {{I BaseNPC}} | |||
| {{ | == Outputs == | ||
| {{O BaseNPC}} | |||
| ==Dedicated Console Variables== | == 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|H]] | |||
| [[Category:Headcrabs]] | |||
| [[Category: | |||
Latest revision as of 03:19, 20 May 2025
|  Class hierarchy | 
|---|
| CHeadcrab | 
|  npc_headcrab.cpp | 
npc_headcrab  is a   model entity  available in  Half-Life 2 series and
 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.
 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.
 Placement Tip:Classic headcrabs can be paired with their fast-moving or poisonous relatives to make it more interesting.
Placement Tip:Classic headcrabs can be paired with their fast-moving or poisonous relatives to make it more interesting. Placement Tip:Avoid the cliche of placing headcrabs in vents; they would likely be more of an annoyance than an improvement on gameplay.
Placement Tip:Avoid the cliche of placing headcrabs in vents; they would likely be more of an annoyance than an improvement on gameplay. Note:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.
Note: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. parentnameortarget).
 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. 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 6,000units 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
- 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 dispositionare:- D_HT: Hate
- D_FR: Fear
- D_LI: Like
- D_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  , 15  | Float | A headcrab's spawn health. | 
| sk_headcrab_melee_dmg | 5  , 10  | Float | Melee damage. Also used by other headcrab versions. | 
| g_debug_headcrab | 0 | Bool | Toggle headcrab debugging. | 
| sk_headcrab_min_jump_dist (only in  Black Mesa (mod)) | 28 | Float | Minimum jump distance. | 
| sk_headcrab_max_jump_dist (only in  Black Mesa (mod)) | 256 | Float | Maximum jump distance. | 
| sv_headcrab_can_latch_on_player (only in  Black Mesa (mod)) | 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  ) )


























