Npc headcrab: Difference between revisions

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These are the classic, slow-moving headcrabs. They attack by jumping at the player's head and inflict a nominal amount of damage. Remember to avoid the cliche of placing headcrabs in vents; they would likely be more of an annoyance than a improvement on gameplay. Almost any weapon can dispatch them easily - it is usually a matter of how long it will take. Try pairing them with their [[npc_headcrab_fast|fast-moving]] or [[npc_headcrab_black|poisonous]] relatives to make it more interesting.
These are the classic, slow-moving headcrabs. They attack by jumping at the player's head and inflict a nominal amount of damage. Remember to avoid the cliche of placing headcrabs in vents; they would likely be more of an annoyance than a improvement on gameplay. Almost any weapon can dispatch them easily - it is usually a matter of how long it will take. Try pairing them with their [[npc_headcrab_fast|fast-moving]] or [[npc_headcrab_black|poisonous]] relatives to make it more interesting.
Commonly found attached to a [[Npc_zombie|zombie]] host body, they will detach if that host is sufficiently damaged.


{{npcnote}}
{{npcnote}}

Revision as of 12:53, 26 July 2005

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Entity Description

Headcrab.jpg

These are the classic, slow-moving headcrabs. They attack by jumping at the player's head and inflict a nominal amount of damage. Remember to avoid the cliche of placing headcrabs in vents; they would likely be more of an annoyance than a improvement on gameplay. Almost any weapon can dispatch them easily - it is usually a matter of how long it will take. Try pairing them with their fast-moving or poisonous relatives to make it more interesting.

Commonly found attached to a zombie host body, they will detach if that host is sufficiently damaged.

Note.pngNote:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.

Keyvalues

  • startburrowed
<boolean>
  • parentname
<target_destination> The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent.

Flags

Inputs

Outputs