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.
m (→Entity Description: Regrouped behaviour and placement tips.) |
m (ep1 add) |
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==Keyvalues== | ==Keyvalues== | ||
* {{kv basenpc}} | * {{kv basenpc}} | ||
* {{kv parentname}} | * {{kv parentname}} | ||
Line 29: | Line 28: | ||
==Flags== | ==Flags== | ||
* {{fl basenpc}} | * {{fl basenpc}} | ||
* 65536 : Start hidden | |||
* {{ep1 add|131072 : Start hanging from ceiling}} | |||
==Inputs== | ==Inputs== | ||
* {{i basenpc}} | * {{i basenpc}} | ||
* {{i parentname}} | * {{i parentname}} | ||
* '''{{ep1 add|StartHangingFromCeiling}}''' | |||
: Start hanging from ceiling. | |||
* '''{{ep1 add|DropFromCeiling}}''' | |||
: Drop if hanging from ceiling. | |||
==Outputs== | ==Outputs== |
Revision as of 20:56, 5 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.

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.