Npc combine s

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Entity Description

Combine Soldier
Combine Elite Soldier

This entity is a Combine soldier. It comes in several variants: Regular, Nova Prospekt, and Elite.

Note.pngNote:If the "Elite" model is chosen, then the NPC must be equipped with the AR2.
Note.pngNote:Although the Stunstick is a selectable weapon, there is a bug that renders it useless in combat. None of the three soldier variants have animations for this weapon, and they will merely stand in place instead of attacking the player.

Dedicated Console Variables

  • sk_combine_s_health
<integer> A Combine soldier's spawn health
  • sk_combine_s_kick
<integer> Melee damage

Keyvalues

  • waitingtorappel
<boolean> If set, this NPC spawns suspended in air and awaits a BeginRappel input. It will then spawn a zipline and slide down. When it hits the ground, NPC will cut away the line and try to move forward a few feet to make room for the next NPC. The NPC will not attempt to clear its landing space if it cannot do so by taking a few steps forward
  • additionalequipment
<choices> Weapons
Literal Value Description
weapon_ar2 AR2"
weapon_shotgun Shotgun
weapon_smg1 SMG1
weapon_stunstick Stun Stick
0 Nothing
  • NumGrenades
<integer> Number of Grenades
Use 999999 for unlimited
  • model
<studio/choices>
Literal Value Description
models/combine_soldier.mdl Regular Soldier
models/combine_soldier_prisonguard.mdl Nova Prospekt Soldier
models/combine_super_soldier.mdl Elite Soldier
  • tacticalvariant (in all games since Half-Life 2: Episode One)
<boolean> If set, soldier will pressure the enemy (Keep advancing).

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]
Note.pngNote:This flag is disabled in Half-Life 2: Episode One Half-Life 2: Episode Two episodic for player companions, because the StartScripting input does this.
Don't drop weapons : [8192]
Ignore player push : [16384] (in all games since Source 2006)
Entity won't give way to player.
  • 65536 : Start LookOff
Used when you only want combine to react to what the spotlight sees
  • 131072 : Don't drop grenades (in all games since Half-Life 2: Episode One)
  • 262144 : Don't drop ar2 alt fire (elite only) (in all games since Half-Life 2: Episode One)

Inputs

BaseNPC inputs 

CAI_BaseNPC:

ActivateSpeedModifier  !FGD
DisableSpeedModifier  !FGD
Break
Smash into pieces. If this is not possible, disappear.
BecomeRagdoll  (in all games since Half-Life 2: Episode Two)
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 Half-Life 2: Episode One)
Force the NPC to use a dynamic interaction with another NPC. Syntax is <targetname> <dynamic interaction>.
ForgetEntity <targetnameRedirectInput/string>
Clears out the NPC's knowledge of a named entity.
UpdateEnemyMemory  (in all games since Half-Life 2: Episode One)
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 Half-Life 2: Episode One)
UnholsterWeapon  (in all games since Half-Life 2: Episode One)
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 Half-Life 2: Episode One)
Same as HolsterWeapon, except the weapon is destroyed once it has been concealed.
IgnoreDangerSounds <floatRedirectInput/float>
Ignore danger sounds for the specified number of seconds.
InsideTransition  !FGD
OutsideTransition  !FGD
SetBodyGroup <integerRedirectInput/integer>
HACK: Sets this NPC's body group (from 0–n).
SetEnemyFilter <stringRedirectInput/string>
SetHealth <integerRedirectInput/integer>
Set the NPC's health.
SetMaxLookDistance <floatRedirectInput/float> (only in Garry's Mod)
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: Hate
  • D_FR: Fear
  • D_LI: Like
  • D_NU: Neutral
SetSquad <stringRedirectInput/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 <floatRedirectInput/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:

SetDamageFilter <stringRedirectInput/string>
Sets the entity to use as damage filter. Pass in an empty string (no parameter) to clear the damage filter.
  • BeginRappel
  • LookOn
Look normally
  • LookOff
Don't look for myself, use other squad member's eyes
  • StartPatrolling
Patrol whenever I'm idle or alert.
  • StopPatrolling
Stop patrolling when I'm idle or alert.
  • ThrowGrenadeAtTarget <target_destination>
Throw a grenade at the specified target.

Outputs

  • OnRappelTouchdown
Fires when done rappeling

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