Bot zombie: Difference between revisions
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{{CDA|CBotZombie|CBotAI|CNextBot|CBaseCombatCharacter|CBaseAnimatingOverlay|CBaseFlex||CBaseAnimating|CBaseEntity|}} | |||
[[File:npc_zombie_scie.png|350px|right]] | [[File:npc_zombie_scie.png|350px|right]] | ||
[[File:npc_zombie_guard.png|350px|right]] | [[File:npc_zombie_guard.png|350px|right]] | ||
{{ent not in fgd|nolink=1|because=it works properly only in the game mode and only if spawned by the game mode}} | {{ent not in fgd|nolink=1|because=it works properly only in the game mode and only if spawned by the game mode}} | ||
{{this is a| | {{this is a|model entity|name=bot_zombie|game=Black Mesa}} This is a zombie from [[Black Mesa: Elimination|elimination]] game mode which appears with waves of them to attack players and their [[entity_player_base|base]]. This entity is not related to NPC zombie version from singleplayer campaign, their AI behavior and navigation are completely different. They use [[npc_zombie_security|security]] and [[npc_zombie_scientist|scientist]] models, they never use [[npc_zombie_grunt|zombie grunt]] nor [[npc_zombie_hev|HEV]] models, as both were introduced later in the game's development. Due to this entity not being an [[NPC]], you cannot influence its relationship with other NPCs, and vice versa. | ||
{{bug|Just like the game mode, this entity is unfinished and | {{bug|hidetested=1|Just like the game mode, this entity is unfinished and has several bugs and issues: | ||
*This entity ignores dynamic objects ({{ent|prop_physics}}, {{ent|prop_dynamic}}, etc). It endlessly | *This entity ignores dynamic objects ({{ent|prop_physics}}, {{ent|prop_dynamic}}, etc). It endlessly tries to go through them (sometimes it manages to go through a physical object, literally). | ||
*Sometimes it may get stuck standing in front of an abyss instead of ignoring it. | *Sometimes it may get stuck standing in front of an abyss instead of ignoring it. | ||
*This entity ignores [[npc_snark|snarks]]. | *This entity ignores [[npc_snark|snarks]]. | ||
*No blood [[particles]] and [[decals]] if shot damage is received. | *No blood [[particles]] and [[decals]] if shot damage is received. | ||
*Appears in T-pose. | *Appears in T-pose. | ||
}} | |||
{{note|This entity doesn't | {{note|This entity doesn't have certain NPC zombie features: | ||
*Never creates [[npc_headcrab|headcrab]] after death. | *Never creates [[npc_headcrab|headcrab]] after death. | ||
*Doesn't react to a shot to the knee. | *Doesn't react to a shot to the knee. | ||
*Never tries to throw a physics object at a player. | *Never tries to throw a physics object at a player. | ||
*The amount of health, damage and view push cannot be customised. | *The amount of health, damage and view push cannot be customised. | ||
*Can't hit multiple enemies (only one target can | *Can't hit multiple enemies (only one target can be damaged). | ||
}} | }} | ||
==Navigation and spawn== | ==Navigation and spawn== | ||
It's not an NPC, so it | It's not an NPC, so it doesn't use [[Node|nodes]]. They use [[Nav Mesh|navigation meshes]], it is stored in <code>.nav</code> file, the file can be generated with {{command|nav_generate}} [[cvar]]. This file is required to make zombie able to spawn. If navigation mesh is not generated or generated not properly, zombies created with {{command|ent_create|bot_zombie}} will always wove along the X axis. | ||
Usually zombies appear in areas of a map that are not visible to the players (one zombie at one point), but sometimes something goes wrong and one or more zombies may appear | Usually zombies appear in areas of a map that are not visible to the players (one zombie at one point), but sometimes something goes wrong and one or more zombies may appear at points that are visible for players. | ||
==Dedicated Console Variables== | ==Dedicated Console Variables== |
Latest revision as of 23:20, 26 May 2025
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CBotZombie |

bot_zombie
is a model entity available in Black Mesa. This is a zombie from elimination game mode which appears with waves of them to attack players and their base. This entity is not related to NPC zombie version from singleplayer campaign, their AI behavior and navigation are completely different. They use security and scientist models, they never use zombie grunt nor HEV models, as both were introduced later in the game's development. Due to this entity not being an NPC, you cannot influence its relationship with other NPCs, and vice versa.

- This entity ignores dynamic objects (prop_physics, prop_dynamic, etc). It endlessly tries to go through them (sometimes it manages to go through a physical object, literally).
- Sometimes it may get stuck standing in front of an abyss instead of ignoring it.
- This entity ignores snarks.
- No blood particles and decals if shot damage is received.
- Appears in T-pose.

- Never creates headcrab after death.
- Doesn't react to a shot to the knee.
- Never tries to throw a physics object at a player.
- The amount of health, damage and view push cannot be customised.
- Can't hit multiple enemies (only one target can be damaged).
It's not an NPC, so it doesn't use nodes. They use navigation meshes, it is stored in .nav
file, the file can be generated with nav_generate cvar. This file is required to make zombie able to spawn. If navigation mesh is not generated or generated not properly, zombies created with ent_create bot_zombie will always wove along the X axis.
Usually zombies appear in areas of a map that are not visible to the players (one zombie at one point), but sometimes something goes wrong and one or more zombies may appear at points that are visible for players.
Dedicated Console Variables
Cvar/Command | Parameters or default value | Descriptor | Effect |
---|---|---|---|
survival_nextwavetime | 15 | Integer | The amount of seconds before next wave. |
survival_wavecount | 15 | Integer | The amount waves. |
survival_sceneselectionfile | survival_scenes.txt | String | Unknown scene selection file. This file is not in the game files. Todo: Find out if this file is present in older versions of the game. |

Elimination_zombies.txt
This file is placed in bms_misc_dir.vpk/scripts/scenes
, this is a script file that configures some parameters for the waves. The comments explain what each line does.
"Scene" { "SceneId" "Elimination" //Scene ID. Should not be changed. "SceneData" { "TotalCount" "32" //Total count of zombies per wave. "MaxActive" "8" //Maximum amount of alive zombies at the same time. "SpawnRate" "1" //Spawn rate value. Small values will make zombie spawn faster. "AIBot" { "Class" "bot_zombie" //Classname to use. Should not be changed, other classes will cause Wave Failed! message bug and no one will spawn. } } }