Npc antlion: Difference between revisions
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Tip:To repel Antlions from a chosen place, use point_antlion_repellant.
Tip:Use npc_antlion_template_maker to efficiently monitor and respawn antlions on a continuous basis.
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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* '''Burrow when eluded''' | * '''Burrow when eluded''' | ||
* '''Use Ground Checks''' | * '''Use Ground Checks''' | ||
* {{EP2 add|'''Worker Type'''}} - Set this flag to spawn acid-spitting Antlion Workers instead of regular antlions. | * {{EP2 add|'''262144: Worker Type'''}} - Set this flag to spawn acid-spitting Antlion Workers instead of regular antlions. | ||
==Inputs== | ==Inputs== |
Revision as of 12:54, 10 February 2014
Template:Hl2 point It is a weak NPC that can burrow, jump, and fly. The player can command up to four, provided that the correct env_global variable is set and weapon_bugbait is equipped, otherwise they are hostile. Their most common role in level design is that of cannon fodder. Antlions are blind, and navigate entirely by sound and smell.
Episode Two's acid-spitting Antlion Workers can be spawned by setting the "Worker Type" flag.



Dedicated Console Variables
- sk_antlion_health <int>
- Antlion spawn health. Default: 30
- sk_antlion_jump_damage <int>
- Default: 5
- sk_antlion_swipe_damage <int>
- Default: 5
- sk_antlion_air_attack_dmg <int>
- Default: 10
- g_debug_antlion <int>
- Debug visualization.
Keyvalues
- Start Burrowed ([todo internal name (i)]) <boolean>
- If you want your antlion to start under the ground and dig up when you want.
- Alert Radius ([todo internal name (i)]) <float>
- Keep in mind that Antlions rely on sound, not sight.
- Distance until eluded ([todo internal name (i)]) <integer>
- Only available when "Burrow When Eluded" is flagged
- Ignore Bugbait ([todo internal name (i)]) <boolean>
- Useful for scripted sequences, in which player interference is undesirable.
- Suppress unburrow effects ([todo internal name (i)]) <boolean>
- Do not draw dust effects when unburrowing.
- !FGD skin ([todo internal name (i)]) <integer>
- Affects regular Antlions' carapace colour. Same as a prop entity's Skin KV.
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.
- Burrow when eluded
- Use Ground Checks
- Template:EP2 add - Set this flag to spawn acid-spitting Antlion Workers instead of regular antlions.
Inputs
- Unburrow, Burrow
- Burrow from or into the ground.
- BurrowAway
- Burrow and remove yourself.
- FightToPosition <targetname >
- Try to reach the given entity.
- StopFightToPosition
- Stop trying to reach an entity.
- EnableJump, DisableJump
- Allow/disallow non-navigational jumping (jumping at enemies?).
- IgnoreBugbait, HearBugbait
- Whether to respond to weapon_bugbait.
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
- OnReachedFightGoal
- Fires when the antlion reaches his specified fight-to location.
- OnUnBurrowed
- Fires when the antlion unburrows.
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