Asw drone: Difference between revisions
		
		
		
		
		
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Placement Tip:Drones are one of the few NPCs capable of using climb nodes. However, they do not have a downward climbing animation.
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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Revision as of 03:41, 12 July 2024
asw_drone  is a   point entity  available in 
 Alien Swarm.
		A vicious killing machine with bladed limbs and sharp teeth, easily able to tear a man to pieces, even an armoured IAF marine.	
— 
swarm.fgd, Alien Swarm SDK
| asw_drone | |
|---|---|
| Type | Point entity | 
| Engine | |
| Availability | |
Drones are the most common enemies in the game, serving as the weak, hiveminded grunts of the Swarm's army. They often appear in large groups created by asw_spawner. Drones have several unique behaviors and animations available which change how they're fought in different environments.
Subclasses
Drones have two "sub-classes" which differ in minor ways:
asw_drone_jumperis a drone capable of jump navigation. trigger_asw_jump can control where they jump.asw_drone_uberis a much stronger drone which moves slower and has a lot more health.
Note:asw_drone_uberhas an unused distinct model, but not in Alien Swarm's retail artstyle.
Keyvalues
- Move Clone (MoveClone) <targetname>
 - If set to an entity name, this alien will match movement with that entity.
 
BaseSwarmAlien:
- Visible when asleep (visiblewhenasleep) <boolean>
 - If true, this alien will still get drawn even when asleep (useful for aliens you see far below you).
 
- Start Burrowed (startburrowed) <boolean> !FGD
 - Makes this alien start burrowed. Normally set by asw_spawner or asw_holdout_spawner.
 
- Can be ignited by fire (flammable)  <boolean> (only in 
) - If false, this alien will not be ignited by fire.
 
- Can be electro stunned by tesla gun (teslable)  <boolean> (only in 
) - If true, this alien can be electro stunned by tesla gun.
 
- Can be frozen (freezable)  <boolean> (only in 
) - If true, this alien can be frozen by freeze grenade or turret.
 
- Can flinch (flinchable)  <boolean> (only in 
) - If true, this alien works as usual. If false, the alien doesn't flinch on taken damage.
 
- Health bonus (healthbonus)  <integer> (only in 
) - The amount of health to add to an alien.
 
- Size scale (sizescale)  <float> (only in 
) - The factor used to scale alien size. Don't use 0.
 
- Run speed scale (speedscale)  <float> (only in 
) - The factor used to scale alien run speed. Don't use 0.
 
| 
 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 
6,000units 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.
 
- Use Ground Checks : [131072]
 
Inputs
- SetMoveClone
 - Wakes the alien up if the Wait For Script flag was set.
 
BaseSwarmAlien:
- BreakWaitForScript
 - Wakes the alien up if the Wait For Script flag was set.
 
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 
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
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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