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| | | {{TabsBar}} |
| {{wrongtitle|title=npc_headcrab}} | | [[File:headcrab.jpg|right|250px|Headcrab]] |
| | | {{CD|CHeadcrab|file1=npc_headcrab.cpp}} |
| ==Entity description== | | {{This is a|model entity|name=npc_headcrab|game=Half-Life 2 series|game1=Black Mesa}} |
| [[Image:headcrab.jpg|thumb|right|Headcrab]]
| | 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}} |
| 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 - it is usually a matter of how long it will take. | |
| | |
| Commonly found attached to a [[Npc_zombie|zombie]] host body, they will detach if that host is sufficiently damaged below the head. | | Commonly found attached to a [[Npc_zombie|zombie]] host body, they will detach if that host is sufficiently damaged below the head. |
|
| |
|
| {{placement tip|Classic headcrabs can be paired with their [[npc_headcrab_fast|fast-moving]] or [[npc_headcrab_black|poisonous]] relatives to make it more interesting.}}
| | There are several other [[headcrab]] variants and associated zombie types. |
| | |
| {{placement tip|Avoid the cliche of placing headcrabs in vents; they would likely be more of an annoyance than a improvement on gameplay.}}
| |
| | |
| {{npcnote}}
| |
|
| |
|
| == Dedicated CVARs ==
| | 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. |
| * '''sk_headcrab_health'''
| | {{PlacementTip|Classic headcrabs can be paired with their [[npc_headcrab_fast|fast-moving]] or [[npc_headcrab_black|poisonous]] relatives to make it more interesting.}} |
| : <integer> A headcrab's spawn health
| | {{PlacementTip|Avoid the cliche of placing headcrabs in vents; they would likely be more of an annoyance than an improvement on gameplay.}} |
| * '''sk_headcrab_melee_dmg'''
| | {{NPCNote}} |
| : <integer> Melee damage
| |
|
| |
|
| == Keyvalues == | | == Keyvalues == |
| * {{kv basenpc}}
| | {{KV Targetname}} |
| * {{kv parentname}}
| | {{KV BaseHeadcrab}} |
| | | {{KV BaseNPC}} |
| * '''startburrowed'''
| |
| : {{boolean}}
| |
|
| |
|
| == Flags == | | == Flags == |
| * {{fl basenpc}}
| | {{Fl_BaseHeadcrab}} |
| * 65536 : Start hidden
| | {{Fl BaseNPC}} |
| * {{ep1 add|131072 : Start hanging from ceiling}}
| |
|
| |
|
| == Inputs == | | == Inputs == |
| * {{i basenpc}}
| | {{I BaseHeadcrab}} |
| * {{i parentname}}
| | {{I BaseNPC}} |
| * '''{{ep1 add|StartHangingFromCeiling}}'''
| |
| : Start hanging from ceiling.
| |
| * '''{{ep1 add|DropFromCeiling}}'''
| |
| : Drop if hanging from ceiling.
| |
|
| |
|
| == Outputs == | | == Outputs == |
| * {{o basenpc}}
| | {{O BaseNPC}} |
| | |
| | == 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}} |
|
| |
|
| {{otherlang:en}} | | ==See also== |
| {{otherlang:en:ru|Npc_headcrab:ru}} | | * {{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:Entities]] | | [[Category:Half-Life 2 NPCs|H]] |
| [[Category:NPCs]] | | [[Category:Headcrabs]] |
npc_headcrab
is a model entity available in
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.
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:Avoid the cliche of placing headcrabs in vents; they would likely be more of an annoyance than an improvement on gameplay.
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
or target
).
Also displayed in Hammer's 2D views and Entity Report.
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.
BaseNPC keyvalues
CBaseCombatCharacter:
- Relationship (Relationship) <string> !FGD
- <string|targetname or classname> <string|disposition> <int|rank>
- Changes whether this entity likes or dislikes certain other things. Used like the ai_relationship entity, with this entity as the subject.
- Values for
disposition are:
D_HT : Hate
D_FR : Fear
D_LI : Like
D_NU : Neutral
- Physics Impact Damage Scale (physdamagescale) <float>
- Multiplier for damage amount when this entity is hit by a physics object. With a value of 0 the entity will take no damage from physics.
CAI_BaseNPC:
- Target Path Corner (target) <targetname>
- The path_corner that this NPC will move to after spawning.
- Squad Name (squadname) <string>
- NPCs that are in the same squad (i.e., have matching squad names) will share information about enemies and will take turns attacking and covering each other.
- Hint Group (hintgroup) <string>
- Hint groups are used by NPCs to restrict their hint-node searching to a subset of the map's hint nodes. Only hint nodes with matching hint group names will be considered by this NPC.
- Hint Limit Nav (hintlimiting) <boolean>
- Limits NPC to using specified hint group for navigation requests. Does not limit local navigation.
- Sleep State (sleepstate) <choices>
- Holds the NPC in stasis until specified condition. See also Wake Radius and Wake Squad.
- 0: None
- 1: Waiting for threat
- 2: Waiting for PVS
- 3: Waiting for input, ignore PVS
- 4: Auto PVS
- 5: Auto PVS after PVS
- Wake Radius (wakeradius) <float>
- Auto-wake if player comes within this distance.
- Wake Squad (wakesquad) <boolean>
- Wake all of the NPCs squadmates if the NPC is woken.
- Enemy Filter (enemyfilter) <targetname>
- Filter entity to test targets against.
- Ignore unseen enemies (ignoreunseenenemies) <boolean>
- Prefers visible enemies, regardless of distance or relationship priority.
DamageFilter:
- Damage Filter (damagefilter) <targetname>
- Name of the filter_damage_type entity that controls which entities can damage us.
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Flags
- Start hidden : [65536]
- Start hanging from ceiling : [131072]
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]
Note:This flag is disabled in
episodic for player companions, because the StartScripting
input does this.
- 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.
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 <targetnameRedirectInput/string>
- 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 <floatRedirectInput/float>
- Ignore danger sounds for the specified number of seconds.
- InsideTransition !FGD
- OutsideTransition !FGD
- SetBodyGroup <integerRedirectInput/integer>
- HACK: Sets this NPC's body group (from 0–n).
- SetEnemyFilter <stringRedirectInput/string>
- SetHealth <integerRedirectInput/integer>
- Set the NPC's health.
- SetMaxLookDistance <floatRedirectInput/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
: Hate
D_FR
: Fear
D_LI
: Like
D_NU
: Neutral
- SetSquad <stringRedirectInput/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 <floatRedirectInput/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:
- SetDamageFilter <stringRedirectInput/string>
- Sets the entity to use as damage filter. Pass in an empty string (no parameter) to clear the damage filter.
Outputs
BaseNPC Outputs
- OnDamaged
- Fired when this NPC takes damage (!activator is the damage inflictor).
- OnDamagedByPlayer
- Fired when this NPC is hurt by a player (!activator is the attacker or vehicle driver [if friendly fire]).
- OnDamagedByPlayerSquad
- Fired when this NPC is hurt by a player OR by one of the player's squadmates (!activator is the attacker or vehicle driver [if friendly fire]).
- OnDeath
- Fired when this NPC is killed (!activator is the killer).
- OnDenyCommanderUse
- Fired when this NPC has refused to join the player's squad.
- OnForcedInteractionAborted
- Fired when the NPC aborts a forced interaction for some reason (target NPC died, couldn't be pathed to, etc.).
- OnForcedInteractionStarted
- Fired when the NPC starts a forced interaction.
- OnForcedInteractionFinished
- "NPCs in actbusies can no longer perform dynamic interactions."
Todo: What does this mean?
- OnHalfHealth
- Fired when this NPC reaches half of its maximum health.
- OnHearCombat
- Fired when this NPC hears combat sounds.
- OnHearPlayer
- Fired when this NPC hears the player.
- OnHearWorld
- Fired when this NPC hears a sound (other than combat or the player).
- OnFoundEnemy <targetname*RedirectOutput/ehandle>
- Fired when this NPC establishes line of sight to its enemy.
- OnLostEnemy
- Fired when this NPC loses its enemy. Usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy.
- OnLostEnemyLOS
- Fired when this NPC loses line of sight to its enemy.
- OnFoundPlayer <targetname*RedirectOutput/ehandle>
- Fired when this NPC establishes line of sight to its enemy, and that enemy is a player.
- OnLostPlayer
- Fired when this NPC loses its enemy, and that enemy was a player. Usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy.
- OnLostPlayerLOS
- Fired when this NPC loses line of sight to its enemy, and that enemy is a player.
- OnSleep
- Fired when this NPC enters a sleep state.
- OnWake
- Fired when this NPC comes out of a sleep state.
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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