Npc headcrab: Difference between revisions
		
		
		
		
		
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 Note:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.
Note:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.
		
	
| m (ep1 add) | TomEdwards (talk | contribs)  m (→Flags) | ||
| Line 29: | Line 29: | ||
| * {{fl basenpc}} | * {{fl basenpc}} | ||
| * 65536 : Start hidden | * 65536 : Start hidden | ||
| * {{ep1 add|131072 :  Start hanging from ceiling}} | * {{ep1 add|131072 :  Start hanging from ceiling ('''nonfunctional''')}} | ||
| ==Inputs== | ==Inputs== | ||
Revision as of 06:13, 10 August 2006
Entity Description
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 zombie host body, they will detach if that host is sufficiently damaged.
Try pairing them with their fast-moving or poisonous relatives to make it more interesting.
Remember to avoid the cliche of placing headcrabs in vents; they would likely be more of an annoyance than a improvement on gameplay.
 Note:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.
Note:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.Dedicated Console Variables
- sk_headcrab_health
- <integer> A headcrab's spawn health
- sk_headcrab_melee_dmg
- <integer> Melee damage
Keyvalues
- startburrowed
- <boolean>
Flags
- Template:Fl basenpc
- 65536 : Start hidden
- Template:Ep1 add
Inputs
- Start hanging from ceiling.
- Drop if hanging from ceiling.
