Npc combine s: Difference between revisions
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{{hl2 point|npc_combine_s}} They are the grunts of the [[Combine]] Overwatch. | {{hl2 point|npc_combine_s}} They are the grunts of the [[Combine]] Overwatch. They will attack the player and their allies with little mercy! | ||
<code>npc_combine_s</code> is one of the most common enemies in Half-Life 2, serving as the Combine's loyal infantrymen, also sometimes depicted as tactical agents. As opposed to {{ent|npc_metropolice}}, <code>npc_combine_s</code> is a strong NPC that could utilize a wide variety of equipment, from [[weapon_ar2|Pulse-Rifles]] to [[weapon_frag|frag grenades]] | <code>npc_combine_s</code> is one of the most common enemies in Half-Life 2, serving as the Combine's loyal infantrymen, also sometimes depicted as tactical agents. As opposed to {{ent|npc_metropolice}}, <code>npc_combine_s</code> is a strong NPC that could utilize a wide variety of equipment, from [[weapon_ar2|Pulse-Rifles]] to [[weapon_frag|frag grenades]]. | ||
Their AI uses Blitzkrieg-style tactics. They will advance rapidly to flank, throw grenades to flush the player out, ignore attacks and suppress, or charge ahead to force an enemy back. In squads, they coordinate their actions and take turns attacking an opponent. {{Placement Tip|Only two soldiers in a squad can attack at a time, so big squads may be highly ineffective. | Their AI uses Blitzkrieg-style tactics. They will advance rapidly to flank, throw grenades to flush the player out, ignore attacks and suppress, or charge ahead to force an enemy back. In squads, they coordinate their actions and take turns attacking an opponent. {{Placement Tip|Only two soldiers in a squad can attack at a time, so big squads may be highly ineffective. Use them wisely.}} | ||
A variant of <code>npc_combine_s</code>, the Combine Elite, has more health and can use the AR2's secondary firing ability. Another variant, the Nova Prospekt Soldier, is purely visual and has no additional effects. | |||
In Episode One, Episode Two, and the Orange Box version of Half-Life 2, Combine soldiers with [[weapon_shotgun|shotguns]] are automatically given a different [[skin]]. Regular soldiers become dark orange and the eyes of Nova Prospekt soldiers turn red. Elites are not affected. | In Episode One, Episode Two, and the Orange Box version of Half-Life 2, Combine soldiers with [[weapon_shotgun|shotguns]] are automatically given a different [[skin]]. Regular soldiers become dark orange and the eyes of Nova Prospekt soldiers turn red. Elites are not affected. | ||
They appear throughout Half-Life 2 as the Combine's transhuman soldiers, a step up from | They appear throughout Half-Life 2 as the Combine's transhuman soldiers, a step up from the unmodified Civil Protection. Nova Prospekt soldiers completely replace regular soldiers in the Nova Prospekt chapters and Elite soldiers appear sparingly, only being introduced at the end of Nova Prospekt and appearing either among regular soldiers or in squads of their own. In Episode Two, all soldiers have dirt on their uniforms, suggesting they've marched a long way from City 17. | ||
{{Code class|[https://github.com/ValveSoftware/source-sdk-2013/blob/master/sp/src/game/server/hl2/npc_combines.h#L18 CNPC_CombineS]|[https://github.com/ValveSoftware/source-sdk-2013/blob/master/sp/src/game/server/hl2/npc_combines.h npc_combines.h]}} | |||
{{NPCNote}} | {{NPCNote}} |
Revision as of 07:43, 4 August 2018
Template:Hl2 point They are the grunts of the Combine Overwatch. They will attack the player and their allies with little mercy!
npc_combine_s
is one of the most common enemies in Half-Life 2, serving as the Combine's loyal infantrymen, also sometimes depicted as tactical agents. As opposed to npc_metropolice, npc_combine_s
is a strong NPC that could utilize a wide variety of equipment, from Pulse-Rifles to frag grenades.
Their AI uses Blitzkrieg-style tactics. They will advance rapidly to flank, throw grenades to flush the player out, ignore attacks and suppress, or charge ahead to force an enemy back. In squads, they coordinate their actions and take turns attacking an opponent.

A variant of npc_combine_s
, the Combine Elite, has more health and can use the AR2's secondary firing ability. Another variant, the Nova Prospekt Soldier, is purely visual and has no additional effects.
In Episode One, Episode Two, and the Orange Box version of Half-Life 2, Combine soldiers with shotguns are automatically given a different skin. Regular soldiers become dark orange and the eyes of Nova Prospekt soldiers turn red. Elites are not affected.
They appear throughout Half-Life 2 as the Combine's transhuman soldiers, a step up from the unmodified Civil Protection. Nova Prospekt soldiers completely replace regular soldiers in the Nova Prospekt chapters and Elite soldiers appear sparingly, only being introduced at the end of Nova Prospekt and appearing either among regular soldiers or in squads of their own. In Episode Two, all soldiers have dirt on their uniforms, suggesting they've marched a long way from City 17.

CNPC_CombineS
class, defined in thenpc_combines.h
file.

Dedicated Console Variables
sk_combine_s_health A regular/Nova Prospekt soldier's spawn health.
sk_combine_s_kick A regular/Nova Prospekt soldier's melee damage.
combine_spawn_health Makes Combine soldiers occasionally drop an item_healthvial when the player's health is low.

sk_combine_guard_health A Combine Elite soldier's spawn health.
sk_combine_guard_kick A Combine Elite soldier's melee damage.
combine_guard_spawn_health
While it would appear to be a version of combine_spawn_health
for Elite soldiers specifically, this does not have any use in code.
Keyvalues
- Model ([todo internal name (i)]) <choices>
- Sets the model of the NPC. Options are:
models/combine_soldier.mdl
: Regular Soldiermodels/combine_soldier_prisonguard.mdl
: Nova Prospekt Soldiermodels/combine_super_soldier.mdl
: Elite Soldier
Tip:This value can be overridden with any model path.
- Tactical Variant ([todo internal name (i)]) <choices>
- Options are:
- Normal Tactics
- Pressure the enemy (Keep advancing)
- Pressure until within 30ft, then normal
- Walk Easy ([todo internal name (i)]) <boolean>
- When true, will use a variety of more casual walking animations instead of the standard walk. For use in crowds.
Note:This animation only has a north component. For use under very special circumstances only.
- Weapons (additionalequipment) <choices>
- What weapon this Combine NPC should spawn with. Choices are:
- AR2
Tip: Soldiers are more accurate with an AR2 in Episode One and Episode Two than in Half-Life 2.
- Shotgun
- SMG1
- Stun Stick (does not work on Soldiers)
- Nothing
- AR2

- Number of Grenades (NumGrenades) <choices>
- How many grenades this NPC can throw (0-5 or infinite). NPCs do not normally pick up replacement grenades.
Tip: You are not limited to the number of grenades listed, you can add in any number of grenades in the key field like 10 or 20.
- Waiting to Rappel? (waitingtorappel) <boolean>
- If yes, this NPC spawns suspended in air and awaits a
BeginRappel
input. It will then spawn a zipline and slide down. When it hits the ground, NPC will cut away the line and try to move forward a few feet to make room for the next NPC. The NPC will not attempt to clear its landing space if it cannot do so by taking a few steps forward.
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.
- Start LookOff : [65536]
- Don't drop grenades : [131072]
Bug:If a Combine soldier dies in the middle of throwing a grenade, they will drop the grenade, regardless of whether or not this flag is set [todo tested in ?]
- Don't drop ar2 alt fire (elite only) : [262144] (in all games since
)
Inputs
- Assault <targetname >
- Start an assault at the specified rally point.
- LookOn
- See normally.
- LookOff
- Don't see for myself, use other squad member's eyes.
- StartPatrolling
- Patrol whenever I'm idle or alert.
- StopPatrolling
- Stop patrolling when I'm idle or alert.
- ThrowGrenadeAtTarget <targetname >
- Throw a grenade at the specified target.
- ThrowTeleportGrenadeAtTarget <targetname > (in all games since
)
Bug:Not implemented - attempting to compile will result in an unresolved external error. Most likely something from Episode Three. [todo tested in ?]
- BeginRappel
- Start rappelling now.
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
- OnRappelTouchdown
- Fires when done rappelling.
|