Npc barnacle: Difference between revisions
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File:barnacleTongeBugBrushes.jpg|frame |Clear example with {{ent|func_brush}}. | File:barnacleTongeBugBrushes.jpg|frame |Clear example with {{ent|func_brush}}. | ||
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{{modernConfirm|Might affect all CONTENTS_GRATE entities, such as brushes with {{cmd|%CompilePassBullets}}.}} | |||
====Grab itown gibs==== | ====Grab itown gibs==== |
Revision as of 07:19, 26 August 2024
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CNPC_Barnacle |
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npc_barnacle
is a point entity available in Half-Life 2,
Half-Life 2: Episode One,
Half-Life 2: Episode Two,
Half-Life 2: Deathmatch, and
Black Mesa. It is a stationary, ceiling-mounted 'fishing' monster that tries to eat anything its tongue touches.
Barnacles were originally devised in Half-Life as a simple way to limit movement in levels, and their function remains relatively the same in Half-Life 2.




(click to view enlarged images)
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Keyvalues
- Rest Distance (RestDist) <float>
- Distance above the ground that the tongue should lie when the barnacle is at rest
CBaseCombatCharacter:
CAI_BaseNPC:
DamageFilter:
|
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.
- Cheap death : [65536]
- Don't puke gibs.
Bug:Doesn't work in
Black Mesa
[todo tested in ?]
- Ambush Mode : [131072]
- Don't start with tongue down.
- Tongue will not penetate water : [262144] (only in
)
- Barnacle's tongue will not penetrate water if this flag used.
- Don't spawn human skull on death : [524288] (only in
)
- Barnacle will not spawn human skull on death if this flag used.
Bug:Doesn't work. [todo tested in ?]
Inputs
- DropTongue <void>
- Drop tongue towards the ground. Use in conjunction with Ambush Mode spawnflag.
- SetDropTongueSpeed <integer >
- Set Drop Tongue speed.
- LetGo <void>
- Let go of anything I am holding.
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
- OnGrab <void>
- OnRelease <void>
- Fired when I attach/detach my tongue to/from something.
|
Dedicated Console Variables
Cvar/Command | Parameters or default value | Descriptor | Effect |
---|---|---|---|
sk_barnacle_health | 35 | int | Barnacle spawn health. |
npc_barnacle_swallow | bool | Enable prototype swallow code. This makes the ragdolled yummy play the ACT_GESTURE_BARNACLE_STRANGLE activity. Cut in ![]() |
|
sk_barnacle_357_dmg_scale ![]() |
1 | float | Magnum damage scale. |
sk_barnacle_blunt_dmg_scale ![]() |
1 | float | Blunt damage scale. |
sk_barnacle_buckshot_dmg_scale ![]() |
1 | float | Buckshot damage scale. |
sk_barnacle_bullet_dmg_scale ![]() |
1 | float | Bullet damage scale. |
Bugs/Limitations
All
Tongue ignores objects with "$contents grate" and brush entities
Tongue will go throught objects that use $contents with grate value. Tongue will not be able to pull objects, it will grab and drop them immediately, with player it will do this endless until player go away (example).
The same will happen with brush entities, with the exception of func_physbox and func_physbox_multiplayer. func_detail and func_ladder are world brushes, so they are unaffected by this bug.
Clear example with func_brush.

Grab itown gibs
Barnacle grab itown gibs (which appear after barnacle ate its enemy), fixed in Portal 2: Community Edition.
Half-Life 2 and
Portal
Some NPCs becomes invisible
Some NPCs becomes invisible if barnacle eat them.
Some NPCs cause crash
Eating or grabbing of npc_combine_camera, npc_advisor, npc_rollermine or npc_poisonzombie will cause game crash.

Portal
Rocket turret create broken ragdoll
In Portal if barnacle grab npc_rocket_turret - npc_rocket_turret turns into a broken ragdoll, which has very broken physics.

Barnacle's gibs doesn't go through portals on spawn
Barnacle's gibs doesn't go through portals because of gibs use [4] : Debris
spawnflag, with this flag physics objects use simple physics on spawn that doesn't allow them to go through portals.
Barnacle's blood doesn't go through portals
If you'll kill barnacle that placed above linked portal - the blood decal will not be teleported.
Black Mesa: Definitive Edition


Broken behavior if player stuck when barnacle pull player
Instead of player release, in Black Mesa this case cause to a very severe breakdown of barnacle. Not in
Black Mesa.
Tongue attaching is broken
In Black Mesa tongue attaching to player center for most cases, this is why it passes through player's camera.
TongueTipUpdated
input every 0.01 seconds
In Black Mesa this NPC spams TongueTipUpdated input every 0.01 seconds.
Pulling is broken
Sometimes it may not pull player for a few seconds, and then suddenly and quickly pull player. Not in Black Mesa.
Grabbed NPCs disappear if barnacle die
If kill barnacle who has grabbed an enemy - the enemy's body will instantly disappear, unlike Half-Life 2 and
Black Mesa version.
Eats whole zombie
Barnacle eats whole zombie, in Half-Life 2 and
Black Mesa barnacle eats only headcrab and than drop zombie body. This does not depend on the type of zombie, it works with any zombie type.
- CBaseAnimating
- Point entities
- Non-internal Half-Life 2 entities
- Half-Life 2 entities
- Half-Life 2 point entities
- Non-internal Half-Life 2: Episode One entities
- Half-Life 2: Episode One entities
- Half-Life 2: Episode One point entities
- Non-internal Half-Life 2: Episode Two entities
- Half-Life 2: Episode Two entities
- Half-Life 2: Episode Two point entities
- Non-internal Half-Life 2: Deathmatch entities
- Half-Life 2: Deathmatch entities
- Half-Life 2: Deathmatch point entities
- Non-internal Black Mesa entities
- Black Mesa entities
- Black Mesa point entities
- NPC entities
- Pages with uncategorized bugs
- Half-Life 2 NPCs