Npc poisonzombie: Difference between revisions
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Placement Tip:In Ravenholm, players usually encounter 1 poison zombie at a time.
Note:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.
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Killing a poison zombie does NOT necessarily result in the deaths of the poison headcrabs it is carrying, even if the zombie is killed with an explosive weapon. A hit with the AR2 secondary fire will sometimes eliminate both the zombie and the headcrabs in one blow. | Killing a poison zombie does NOT necessarily result in the deaths of the poison headcrabs it is carrying, even if the zombie is killed with an explosive weapon. A hit with the AR2 secondary fire will sometimes eliminate both the zombie and the headcrabs in one blow. | ||
{{Placement Tip|In [[Ravenholm]], players usually encounter 1 poison zombie at a time.}} | {{Placement Tip|In [[Ravenholm]], players usually encounter 1 poison zombie at a time.}} | ||
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==Keyvalues== | ==Keyvalues== | ||
{{KV BaseNPC}} | |||
{{KV|Crabs in nest|choices|The number of additional black headcrabs the zombie is spawned with besides the controlling headcrab.}} | |||
:{| class=standard-table | :{| class=standard-table | ||
! Literal Value || Description | ! Literal Value || Description | ||
Line 34: | Line 32: | ||
==Flags== | ==Flags== | ||
{{Fl BaseNPC}} | |||
==Inputs== | ==Inputs== | ||
{{I BaseNPC}} | |||
==Outputs== | ==Outputs== | ||
{{O BaseNPC}} | |||
==See also== | ==See also== | ||
* [[Zombie]] | * [[Zombie]] - Normal zombie. | ||
* [[Headcrab]] | * [[Headcrab]] - Normal headcrab. | ||
* [[npc_headcrab_black]] | * [[npc_headcrab_black]] - Poison headcrab. | ||
* [[npc_fastzombie]] | * [[npc_fastzombie]] - Fast zombie. | ||
* [[npc_zombie_torso]] | * [[npc_zombie_torso]] - Half zombie. | ||
[[Category:Half-Life 2 NPCs]] | [[Category:Half-Life 2 NPCs]] |
Revision as of 03:12, 5 February 2012
Poison zombies, unlike other zombie types, serve as hosts for 1-4 nesting black headcrabs at a time. They usually attack by throwing headcrabs at their target.
Killing a poison zombie does NOT necessarily result in the deaths of the poison headcrabs it is carrying, even if the zombie is killed with an explosive weapon. A hit with the AR2 secondary fire will sometimes eliminate both the zombie and the headcrabs in one blow.


Dedicated Console Variables
- sk_zombie_poison_dmg_spit <int>
- Spit damage (Default: 20).
- sk_zombie_poison_health <int>
- A poison zombie's spawn health (Default: 175).
Keyvalues
CBaseCombatCharacter:
CAI_BaseNPC:
DamageFilter:
|
- Crabs in nest ([todo internal name (i)]) <choices>
- The number of additional black headcrabs the zombie is spawned with besides the controlling headcrab.
Literal Value Description 1 1 Crab 2 2 Crabs 3 3 Crabs
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.
Inputs
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
|
See also
- Zombie - Normal zombie.
- Headcrab - Normal headcrab.
- npc_headcrab_black - Poison headcrab.
- npc_fastzombie - Fast zombie.
- npc_zombie_torso - Half zombie.