Npc blob: Difference between revisions
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{{this is a|entity|game=Half-Life 2|name=npc_blob}} It is an experimental, unused entity that would have been a swarm of entities that surrounds and consumes its prey. Its behavior is functional, with a few bugs. Visuals and sounds are not finished at all, however. | {{this is a|entity|game=Half-Life 2|game1=Half-Life 2: Episode Three|name=npc_blob}} It is an experimental, unused entity that would have been a swarm of entities that surrounds and consumes its prey. Its behavior is functional, with a few bugs. Visuals and sounds are not finished at all, however. | ||
In the [http://www.youtube.com/watch?v=YCjNT9qGjh4 Half-Life 2 20th Anniversary Documentary], it was revealed that this [[NPC]] was originally meant to be used for {{hl2ep3|4}}, which was later cancelled. It has a similar appearance to the paint from {{p2|4}}. | In the [http://www.youtube.com/watch?v=YCjNT9qGjh4 Half-Life 2 20th Anniversary Documentary], it was revealed that this [[NPC]] was originally meant to be used for {{hl2ep3|4}}, which was later cancelled. It has a similar appearance to the paint from {{p2|4}}. | ||
Latest revision as of 10:19, 16 October 2025
npc_blob is an entity available in
Half-Life 2 and
Half-Life 2: Episode Three. It is an experimental, unused entity that would have been a swarm of entities that surrounds and consumes its prey. Its behavior is functional, with a few bugs. Visuals and sounds are not finished at all, however.
In the Half-Life 2 20th Anniversary Documentary, it was revealed that this NPC was originally meant to be used for
Half-Life 2: Episode Three, which was later cancelled. It has a similar appearance to the paint from
Portal 2.
Appearance & Composition
An npc_blob emits and controls a large group of entities called blob_elements. Without an npc_blob, these blob elements will disband and drift in their last direction of travel, which is dictated by the npc_blob.
The NPC computes what is called a centroid by averaging the origins of every blob_element it controls. This calculation is used for:
- Computing how far away enemies are.
- Identifying when a blob_element is stuck.
- Determining the direction blob_elements wobble in while idle.
Confirm:Code says to do this, but blob_elements don't seem to follow it ? Line 754.
It's probable that blobs would have been rendered as metaballs, similar to gel blobs in
Portal 2. What blobs render as currently is a model from a list (see npc_blob_use_model below).
Abilities
- When an enemy is found, the blob will move to it and surround it. It will even climb onto enemies, and slowly consume them.
- Blobs prefer the ground, but will travel on walls to get somewhere, or even the player and NPCs.
- Blobs do 5 damage every 0.025 (or 200 damage per second).
npc_blobs?Notes
- Enemies can't hurt blobs and even if they could it has over 2000000000 Health Points.
- Blob elements don't try to stick to where they all have LOS to the centroid. This means that a wall can end up going straight through them.
- Typically, blobs only move when they find an enemy. They do not understand assaults.
npc_blobuse the combine solder model in the default FGD.- Combine soldiers will sometimes go into their "on fire" animation when being attacked by blobs.
- It seems to copy the player regarding AI relationships, except for when antlions become allies.
- There is some kind of crash that happens sometimes, right as an enemy is killed.
- Blob elements have been observed going airborne on rare occasions to reach flying enemies or when going over walls.
- Blobs seem to be invincible, but they can still be hurt by explosives. They also ignore
trigger_hurts. - Igniting the
npc_blobreveals that the NPC itself is an invisible headcrab model.Todo: Why...? - Igniting also reveals that the
npc_blobnever moves, only the blob_elements.
History
Npc blob was first shown off at Valve Hardware Day 2006 in an interactive tech demo. Where it's blob elements appeared as a swarm of Snarks, enemies from the original
Half-Life. During the tech demo, you can see npc_blob climbing over obstacles; both stationary brushes and physics objects, avoiding hazards (fires in this case), and attacking a combine soldier. This is all that we see of npc_blob in this tech demo.
In the game files for Counter Strike Global Offensive and Alien Swarm, the files for the info_node entities have context options that reference npc_blob. Looking at the data, the blob seems to have been planned to be able to "shake", "spit" and "regenerate" among other functions. These options have the prefix "Ep3"; suggesting that npc_blobmay have been intended to appear in
Half-Life 2: Episode Three should it have been released.
Dedicated ConVars
| Cvar/Command | Parameters or default value | Descriptor | Effect |
|---|---|---|---|
| blob_mindist | 120.0 | In Hammer units | |
| blob_element_speed | 187 | In Hammer units per second | How fast blob_elements move. Higher speeds seem to cause blob elements to go airborne more frequently. |
| npc_blob_idle_speed_factor | 0.5 | Arbitrary number | Multiplies blob_element_speed for when blobs aren't doing anything. |
| blob_numelements | 20 | Arbitrary number | How many blob_elements a single npc_blob manages. |
| blob_batchpercent | 100 | ||
| blob_radius | 160 | In Hammer units | How far blob elements like to spread out from each other. Can affect their ability to move and attack. Requires restart to take effect. |
| npc_blob_use_threading | 1 | boolean | Whether blobs are multithreaded or not. |
| npc_blob_sin_amplitude | 60.0 | Amplifies how much blob_elements wobble around. Todo: Doesn't seem to go above 60 ? Why and how to fix. |
|
| npc_blob_show_centroid | 0 | boolean | Shows a green 3D cross indicating where the centroid mentioned above is located. |
| npc_blob_straggler_dist | 240 | In Hammer units | Defines the maximum distance a blob element would be allowed to get away from the centroid when traveling. The code for putting this ConVar to use is incomplete and commented out. |
| npc_blob_use_orientation | 1 | boolean | Enables blob elements rotating to face their direction of travel. |
| npc_blob_use_model | 2 | Arbitrary index | Chooses which model to show blob_elements as. Requires restart to take effect.
|
| npc_blob_think_interval | 0.025 | Seconds | How often the NPC thinks. |
Keyvalues
|
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
6,000units 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.
Inputs
- FormPathShape <string>
- Tells the group to go distribute themselves along a shape defined by path corner entities
- SetRadius <float>
- Force the group to change the radius (density)
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
dispositionare: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
|