Npc blob: Difference between revisions
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{{this is a|entity|game=Half-Life 2|name=npc_blob}} It is an experimental, unused entity that would have been a swarm of entities that surrounds and consumes its prey. Its behavior is functional, with a few bugs. Visuals and sounds are not finished at all, however. | |||
= | In the [http://www.youtube.com/watch?v=YCjNT9qGjh4 Half-Life 2 20th Anniversary Documentary], it was revealed that this [[NPC]] was originally meant to be used for {{hl2ep3|4}}, which was later cancelled. It has a similar appearance to the paint from {{p2|4}}. | ||
==Appearance & Composition== | ==Appearance & Composition== | ||
An | An {{code|preset=1|npc_blob}} emits and controls a large group of entities called {{ent|blob_element}}s. Without an {{code|preset=1|npc_blob}}, these blob elements will disband and drift in their last direction of travel, which is dictated by the {{code|preset=1|npc_blob}}. | ||
The NPC computes what is called a ''centroid'' by averaging the origins of every | The NPC computes what is called a ''centroid'' by averaging the origins of every {{ent|blob_element}} it controls. This calculation is used for: | ||
*Computing how far away enemies are. | *Computing how far away enemies are. | ||
*Identifying when a blob_element is stuck. | *Identifying when a blob_element is stuck. | ||
*Determining the direction | *Determining the direction {{ent|blob_element}}s wobble in while idle. {{confirm|Code says to do this, but {{ent|blob_element}}s don't seem to follow it ? Line 754.}} | ||
It's probable that blobs would have been rendered as [[wikipedia:Metaballs|metaballs]], similar to [[gel]] blobs in | It's probable that blobs would have been rendered as [[wikipedia:Metaballs|metaballs]], similar to [[gel]] blobs in {{p2|4}}. What blobs render as currently is a model from a list (see {{code|preset=1|npc_blob_use_model}} below). | ||
==Abilities== | ==Abilities== | ||
# When an enemy is found, the blob will move to it and surround it. It will even climb onto enemies, and slowly consume them. | # When an enemy is found, the blob will move to it and surround it. It will even climb onto enemies, and slowly consume them. | ||
# Blobs prefer the ground, but will travel on walls to get somewhere, or even the player and NPCs. | # Blobs prefer the ground, but will travel on walls to get somewhere, or even the player and [[NPC|NPCs]]. | ||
# Blobs do 5 damage every 0.025 (or 200 damage per second). | # Blobs do 5 damage every 0.025 (or 200 damage per second). | ||
{{todo|Potential method of transferring | {{todo|Potential method of transferring {{ent|blob_element}}s between {{code|preset=1|npc_blob}}s?}} | ||
==Notes== | ==Notes== | ||
Line 25: | Line 24: | ||
# Blob elements don't try to stick to where they all have [[LOS]] to the centroid. This means that a wall can end up going straight through them. | # Blob elements don't try to stick to where they all have [[LOS]] to the centroid. This means that a wall can end up going straight through them. | ||
# Typically, blobs only move when they find an enemy. They do not understand [[assaults]]. | # Typically, blobs only move when they find an enemy. They do not understand [[assaults]]. | ||
# | # {{code|preset=1|npc_blob}} use the combine solder model in the default [[FGD]]. | ||
# Combine soldiers will sometimes go into their "on fire" animation when being attacked by blobs. | # Combine soldiers will sometimes go into their "on fire" animation when being attacked by blobs. | ||
# It seems to copy the player regarding AI relationships, except for when antlions become allies. | # It seems to copy the player regarding AI relationships, except for when [[antlion|antlions]] become allies. | ||
# There is some kind of crash that happens sometimes, right as an enemy is killed. | # There is some kind of crash that happens sometimes, right as an enemy is killed. | ||
# Blob elements have been observed going airborne on rare occasions to reach flying enemies or when going over walls. | # Blob elements have been observed going airborne on rare occasions to reach flying enemies or when going over walls. | ||
# Blobs seem to be invincible, but they can still be hurt by explosives. They also ignore <code>[[trigger_hurt]]</code>s. | # Blobs seem to be invincible, but they can still be hurt by explosives. They also ignore <code>[[trigger_hurt]]</code>s. | ||
# Igniting the | # Igniting the {{code|preset=1|npc_blob}} reveals that the NPC itself is an invisible headcrab model. {{todo|Why...?<!--because-->}} | ||
# Igniting also reveals that the | # Igniting also reveals that the{{code|preset=1|npc_blob}} never moves, only the {{ent|blob_element}}s. | ||
{{todo|What happens when a blob element is trapped but wants to go somewhere?}} | {{todo|What happens when a blob element is trapped but wants to go somewhere?}} | ||
==History== | ==History== | ||
Npc blob was first shown off at Valve Hardware Day 2006 in an interactive tech demo. Where it's blob elements appeared as a swarm of Snarks, enemies from the original | Npc blob was first shown off at Valve Hardware Day 2006 in an interactive tech demo. Where it's blob elements appeared as a swarm of Snarks, enemies from the original {{hl|4}}. During the tech demo, you can see {{code|preset=1|npc_blob}} climbing over obstacles; both stationary brushes and physics objects, avoiding hazards (fires in this case), and attacking a combine soldier. This is all that we see of {{code|preset=1|npc_blob}} in this tech demo. | ||
In the game files for Counter Strike Global Offensive and Alien Swarm, the files for the info_node entities have context options that reference npc_blob. Looking at the data, the blob seems to have been planned to be able to "shake", "spit" and "regenerate" among other functions. These options have the prefix Ep3; suggesting that npc_blob may have been intended to appear in | In the game files for Counter Strike Global Offensive and Alien Swarm, the files for the info_node entities have context options that reference {{code|preset=1|npc_blob}}. Looking at the data, the blob seems to have been planned to be able to "shake", "spit" and "regenerate" among other functions. These options have the prefix "Ep3"; suggesting that {{code|preset=1|npc_blob}}may have been intended to appear in {{hl2ep3|4}} should it have been released. | ||
==Dedicated [[ConVars]]== | ==Dedicated [[ConVars]]== | ||
{{varcom|start}} | |||
{{varcom|blob_mindist|120.0|In Hammer units|{{confirm|No effect ?}}}} | |||
{{varcom|blob_element_speed|187|In Hammer units per second|How fast {{ent|blob_element}}s move. Higher speeds seem to cause blob elements to go airborne more frequently.}} | |||
{{varcom|npc_blob_idle_speed_factor|0.5|Arbitrary number|Multiplies {{code|preset=1|blob_element_speed}} for when blobs aren't doing anything.}} | |||
{{varcom|blob_numelements|20|Arbitrary number|How many {{ent|blob_element}}s a single {{code|preset=1|npc_blob}} manages.}} | |||
{{varcom|blob_batchpercent|100|{{confirm|percentage?}}|{{confirm|Looking at code, seems like it would limit the number of blobs elements processed to a certain percent. No effect observed ingame.}}}} | |||
{{varcom|blob_radius|160|In Hammer units|How far blob elements like to spread out from each other. Can affect their ability to move and attack. {{restart}}}} | |||
{{varcom|npc_blob_use_threading|1|[[boolean]]|Whether blobs are [[multithread|multithreaded]] or not.}} | |||
{{varcom|npc_blob_sin_amplitude|60.0|{{confirm|Arbitrary number ?}}|Amplifies how much {{ent|blob_element}}s wobble around. {{todo|Doesn't seem to go above 60 ? Why and how to fix.}}}} | |||
{{varcom|npc_blob_show_centroid|0|[[boolean]]|Shows a green 3D cross indicating where the centroid mentioned above is located.}} | |||
{{varcom|npc_blob_straggler_dist|240|In Hammer units|Defines the maximum distance a blob element would be allowed to get away from the centroid when traveling. The code for putting this ConVar to use is incomplete and commented out.}} | |||
{{varcom|npc_blob_use_orientation|1|[[boolean]]|Enables blob elements rotating to face their direction of travel.}} | |||
{{varcom|npc_blob_use_model|2|Arbitrary index|Chooses which model to show {{ent|blob_element}}s as. {{restart}} {{clr}} | |||
::0. {{path|icon=file|gibs/agibs|mdl}} (Skull) | |||
::1. {{path|icon=file|props_junk/watermelon01|mdl}} (Watermelon) | |||
::2. {{path|icon=file|w_squeak|mdl}} ([[Snark]] (Not in {{hl2|2}}, shows an error model if the {{hls|2}} model wasn't ported)) | |||
::3. {{path|icon=file|baby_headcrab|mdl}} ([[Baby headcrab]] (Not in {{hl2|2}}, shows an error model if the {{hls|2}} model wasn't ported)) | |||
{{note|If this is set to any other number, the map will fail to load and must be set back to a valid number.}}}} | |||
{{varcom|npc_blob_think_interval|0.025|Seconds|How often the NPC [[think|thinks]].}} | |||
{{varcom|end}} | |||
::0. | |||
::1. | |||
::2. | |||
::3. | |||
{{note|If this is set to any other number, the map will fail to load and must be set back to a valid number.}} | |||
==Keyvalues== | ==Keyvalues== | ||
Line 81: | Line 69: | ||
==Inputs== | ==Inputs== | ||
{{todo|incomplete list}} | {{todo|incomplete list}} | ||
{{ | {{I|FormPathShape|Tells the group to go distribute themselves along a shape defined by path corner entities|param=string}} | ||
{{ | {{I|SetRadius|Force the group to change the radius (density)|param=float}} | ||
{{I BaseNPC}} | {{I BaseNPC}} | ||
Latest revision as of 13:42, 17 June 2025


npc_blob
is an entity available in Half-Life 2. It is an experimental, unused entity that would have been a swarm of entities that surrounds and consumes its prey. Its behavior is functional, with a few bugs. Visuals and sounds are not finished at all, however.
In the Half-Life 2 20th Anniversary Documentary, it was revealed that this NPC was originally meant to be used for
Half-Life 2: Episode Three, which was later cancelled. It has a similar appearance to the paint from
Portal 2.
Appearance & Composition
An npc_blob emits and controls a large group of entities called blob_elements. Without an npc_blob, these blob elements will disband and drift in their last direction of travel, which is dictated by the npc_blob.
The NPC computes what is called a centroid by averaging the origins of every blob_element it controls. This calculation is used for:
- Computing how far away enemies are.
- Identifying when a blob_element is stuck.
- Determining the direction blob_elements wobble in while idle.
Confirm:Code says to do this, but blob_elements don't seem to follow it ? Line 754.
It's probable that blobs would have been rendered as metaballs, similar to gel blobs in Portal 2. What blobs render as currently is a model from a list (see npc_blob_use_model below).
Abilities
- When an enemy is found, the blob will move to it and surround it. It will even climb onto enemies, and slowly consume them.
- Blobs prefer the ground, but will travel on walls to get somewhere, or even the player and NPCs.
- Blobs do 5 damage every 0.025 (or 200 damage per second).
Notes
- Enemies can't hurt blobs and even if they could it has over 2000000000 Health Points.
- Blob elements don't try to stick to where they all have LOS to the centroid. This means that a wall can end up going straight through them.
- Typically, blobs only move when they find an enemy. They do not understand assaults.
- npc_blob use the combine solder model in the default FGD.
- Combine soldiers will sometimes go into their "on fire" animation when being attacked by blobs.
- It seems to copy the player regarding AI relationships, except for when antlions become allies.
- There is some kind of crash that happens sometimes, right as an enemy is killed.
- Blob elements have been observed going airborne on rare occasions to reach flying enemies or when going over walls.
- Blobs seem to be invincible, but they can still be hurt by explosives. They also ignore
trigger_hurt
s. - Igniting the npc_blob reveals that the NPC itself is an invisible headcrab model. Todo: Why...?
- Igniting also reveals that thenpc_blob never moves, only the blob_elements.
History
Npc blob was first shown off at Valve Hardware Day 2006 in an interactive tech demo. Where it's blob elements appeared as a swarm of Snarks, enemies from the original Half-Life. During the tech demo, you can see npc_blob climbing over obstacles; both stationary brushes and physics objects, avoiding hazards (fires in this case), and attacking a combine soldier. This is all that we see of npc_blob in this tech demo.
In the game files for Counter Strike Global Offensive and Alien Swarm, the files for the info_node entities have context options that reference npc_blob. Looking at the data, the blob seems to have been planned to be able to "shake", "spit" and "regenerate" among other functions. These options have the prefix "Ep3"; suggesting that npc_blobmay have been intended to appear in Half-Life 2: Episode Three should it have been released.
Dedicated ConVars
Cvar/Command | Parameters or default value | Descriptor | Effect |
---|---|---|---|
blob_mindist | 120.0 | In Hammer units | ![]() |
blob_element_speed | 187 | In Hammer units per second | How fast blob_elements move. Higher speeds seem to cause blob elements to go airborne more frequently. |
npc_blob_idle_speed_factor | 0.5 | Arbitrary number | Multiplies blob_element_speed for when blobs aren't doing anything. |
blob_numelements | 20 | Arbitrary number | How many blob_elements a single npc_blob manages. |
blob_batchpercent | 100 | ![]() |
![]() |
blob_radius | 160 | In Hammer units | How far blob elements like to spread out from each other. Can affect their ability to move and attack. Requires restart to take effect. |
npc_blob_use_threading | 1 | boolean | Whether blobs are multithreaded or not. |
npc_blob_sin_amplitude | 60.0 | ![]() |
Amplifies how much blob_elements wobble around. Todo: Doesn't seem to go above 60 ? Why and how to fix. |
npc_blob_show_centroid | 0 | boolean | Shows a green 3D cross indicating where the centroid mentioned above is located. |
npc_blob_straggler_dist | 240 | In Hammer units | Defines the maximum distance a blob element would be allowed to get away from the centroid when traveling. The code for putting this ConVar to use is incomplete and commented out. |
npc_blob_use_orientation | 1 | boolean | Enables blob elements rotating to face their direction of travel. |
npc_blob_use_model | 2 | Arbitrary index | Chooses which model to show blob_elements as. Requires restart to take effect.
![]() |
npc_blob_think_interval | 0.025 | Seconds | How often the NPC thinks. |
Keyvalues
CBaseCombatCharacter:
CAI_BaseNPC:
DamageFilter:
|
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
- FormPathShape <string >
- Tells the group to go distribute themselves along a shape defined by path corner entities
- SetRadius <float >
- Force the group to change the radius (density)
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
|