Template:Archived Page History/Npc barnacle/en: Difference between revisions
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Placement Tip:Most players will prefer not to get caught by a barnacle, and prefer avoiding it altogether, so unless it would be part of a puzzle, you might want to provide a way to get past the barnacle without killing it.
Note:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.
Bug:In
Black Mesa tongue attaching to player center, this is why it passes through player's camera. {| class="mw-collapsible mw-collapsed" style="background:rgba(0,0,0,0.05) ;float:no;margin-bottom:1em;margin-left:0;padding-right:0.5em;border:1px solid rgba(255,255,255,0.1); border-left:solid 1px #8bb9e0; padding-left:1em;"
Bug:In
Black Mesa this NPC spams TongueTipUpdated input every 0.01 seconds. [todo tested in ?]
Bug:In
Black Mesa sometimes it may not pull player for a few seconds, and then suddenly and quickly pull player. [todo tested in ?]
Bug:In
Black Mesa if kill barnacle who has grabbed an enemy - the enemy's body will instantly disappear, unlike
Half-Life 2. [todo tested in ?]
Bug:In
Black Mesa barnacle eats whole zombie, in
Half-Life 2 barnacle eats only headcrab and than drop zombie body. [todo tested in ?]
Warning:Eating or grabbing of npc_combine_camera and npc_advisor will cause game to crash.
Warning:In
Portal if barnacle grab npc_rocket_turret - npc_rocket_turret turns into a broken ragdoll, which has very broken physics.
Bug:Some NPCs becomes invisible if barnacle eat them. [todo tested in ?]
Bug:Barnacle grab itown gibs (which appear after barnacle ate its enemy), fixed in
Portal 2: Community Edition. [todo tested in ?]
Warning:You must build structures from player clip similar to those in the picture, otherwise if barnacle grabs player - player may get stuck and barnacle will eventually release him. In
Black Mesa this case cause to a very severe breakdown of barnacle.
Note:Initially, barnacle can only grab and eat only chosen in game code NPCs. Can be customized using relationships.
m (Probably not a bug, but rather meant to replicate Half-life 1. Maybe) |
MyGamepedia (talk | contribs) (This IS bug, since in Black Mesa: Source this mechanic works as expected and this bug appeared since Black Mesa 0.0.0 (the first release in Steam). Also barnacle never eat any zombies or headcrabs in the original Half-Life.) |
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Line 14: | Line 14: | ||
{{Bug|In {{Bms|4}} sometimes it may not pull player for a few seconds, and then suddenly and quickly pull player.}} | {{Bug|In {{Bms|4}} sometimes it may not pull player for a few seconds, and then suddenly and quickly pull player.}} | ||
{{Bug|In {{Bms|4}} if kill barnacle who has grabbed an enemy - the enemy's body will instantly disappear, unlike {{hl2|4}}.}} | {{Bug|In {{Bms|4}} if kill barnacle who has grabbed an enemy - the enemy's body will instantly disappear, unlike {{hl2|4}}.}} | ||
{{Bug|In {{Bms|4}} barnacle eats whole zombie, in {{hl2|4}} barnacle eats only headcrab and than drop zombie body.}} | |||
{{warning|Eating or grabbing of [[npc_combine_camera]] and [[npc_advisor]] will cause game to crash.}} | {{warning|Eating or grabbing of [[npc_combine_camera]] and [[npc_advisor]] will cause game to crash.}} | ||
{{warning|In {{Portal|4}} if barnacle grab [[npc_rocket_turret]] - [[npc_rocket_turret]] turns into a broken ragdoll, which has very broken physics.}} | {{warning|In {{Portal|4}} if barnacle grab [[npc_rocket_turret]] - [[npc_rocket_turret]] turns into a broken ragdoll, which has very broken physics.}} |
Revision as of 02:18, 19 January 2024
It is a stationary, ceiling-mounted 'fishing' monster that tries to eat anything its tongue touches.
Barnacles were originally devised in Half-Life as a simple way to limit movement in levels, and their function remains relatively the same in Half-Life 2.




|+ style="text-align:left; white-space:nowrap; font-weight:bold; color:#ddd; " | The bug example.
|



















Dedicated Console Variables
- sk_barnacle_health <int>
- Barnacle spawn health. Default: 35.
- npc_barnacle_swallow <bool>
- Enable prototype swallow code. This makes the ragdolled yummy play the
ACT_GESTURE_BARNACLE_STRANGLE
activity. Cut inBlack Mesa.
- sk_barnacle_357_dmg_scale ([todo internal name (i)]) <float> (only in
)
- Magnum damage scale. Default: 1.
- sk_barnacle_blunt_dmg_scale ([todo internal name (i)]) <float> (only in
)
- Blunt damage scale. Default: 1.
- sk_barnacle_buckshot_dmg_scale ([todo internal name (i)]) <float> (only in
)
- Buckshot damage scale. Default: 1.
- sk_barnacle_bullet_dmg_scale ([todo internal name (i)]) <float> (only in
)
- Bullet damage scale. Default: 1.
Keyvalues
- Rest Distance
<float>
- Distance above the ground that the tongue should lie when the barnacle is at rest
CBaseCombatCharacter:
CAI_BaseNPC:
DamageFilter:
|
Flags
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]
- Don't drop weapons : [8192]
- Ignore player push : [16384] (in all games since
)
- Entity won't give way to player.
- Cheap death : [65536]
- Don't puke gibs.
- Ambush Mode : [131072]
- Don't start with tongue down.
- Tongue will not penetate water : [262144] (only in
)
- Barnacle's tongue will not penetrate water if this flag used.
- Don't spawn human skull on death : [524288] (only in
)
- Barnacle will not spawn human skull on death if this flag used. Mainly used for levels in Xen.
Inputs
- DropTongue <void>
- Drop tongue towards the ground. Use in conjunction with Ambush Mode spawnflag.
- SetDropTongueSpeed <integer>
- Set Drop Tongue speed.
- LetGo <void>
- Let go of anything I am holding.
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 <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
- OnGrab <void>
- OnRelease <void>
- Fired when I attach/detach my tongue to/from something.
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