Npc antlion
		
		
		
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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.
Episode Two's acid-spitting Antlion Workers can be spawned by setting the "Worker Type" flag.
Dedicated Console Variables
sk_antlion_health <int>- 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- Debug visualization.
 
KeyValues
- Start Burrowed 
<bool> - If you want your antlion to start under the ground and dig up when you want.
 - Alert Radius 
<float> - Keep in mind that Antlions rely on sound, not sight.
 - Distance until eluded 
<int> - Only available when "Burrow When Eluded" is flagged
 - Ignore Bugbait 
<bool> - Useful for scripted sequences, in which player interference is undesirable.
 - Suppress unburrow effects 
<bool> - Do not draw dust effects when unburrowing.
 - !FGD skin 
<int> - Affects regular Antlions' carapace colour. Same as a prop entity's Skin KV.
 
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 CBaseCombatCharacter: 
 
 CAI_BaseNPC: 
 
 
 
 
 
 
 
 
 DamageFilter: 
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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.
 
- Burrow when eluded
 - Use Ground Checks
 - Template:EP2 add - Set this flag to spawn acid-spitting Antlion Workers instead of regular antlions.
 
Inputs
UnburrowBurrow- Burrow from or into the ground.
 BurrowAway- Burrow and remove yourself.
 FightToPosition <targetname>StopFightToPosition- Start or stop fighting to reach the given entity.
 EnableJumpDisableJump- Allow/disallow non-navigational jumping ().
 Confirm:jumping at enemies? IgnoreBugbaitHearBugbait- 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 
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
OnReachedFightGoal- Fires when the antlion reaches his specified fight-to location.
 OnUnBurrowed- Fires when the antlion unburrows.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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