npc_antlion_template_maker

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Revision as of 00:42, 30 November 2011 by Mattshu (talk | contribs)
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Template:Hl2 point

Entity Description

Seeing as antlions were frequently used as cannon fodder in Half-Life 2, especially within Nova Prospekt, this entity is used to efficiently monitor and respawn antlions on a continuous basis. It has similar functionality to a npc_maker.

Note.pngNote:The resulting antlions will only spawn on materials with the "antlionsand" surfaceprop.

Keyvalues

  • BaseNPCMaker:
Num. of NPCs (MaxNPCCount) <integer>
Number of NPCs that will spawn before this spawner is exhausted.
Frequency (SpawnFrequency) <string>
How often (in seconds) a new NPC will be spawned. If set to -1, a new NPC will be made when the last NPC dies.
Max Live NPCs (MaxLiveChildren) <integer>
Maximum number of live children allowed at any one time (new ones will not be made until one dies). If set to -1, no limit is applied.


  • TemplateName
<target_destination> Name of template NPC
  • spawngroup
<string> If specified, children will spawn on a hint node from this group, nearest the target.
  • spawnradius
<float> Target must be within this distance of any node in the hint group specified above. If the target is outside the radius, no NPC will spawn.
  • spawntarget
<target_destination> Targetname of the entity to try and spawn near.
  • fighttarget
<target_destination> Targetname of an entity used as a goal for the children to fight to.
  • followtarget
<target_destination> Targetname of an entity used as a goal for the children to follow.
  • vehicledistance
<float> This is a modifier of the current spawn distance. Spawn distance on a vehicle is based on speed, so this is just a modifier for it.
  • ignorebugbait
<boolean>
  • pool_start
<integer> Number of antlions in the pool at map start.
  • pool_max
<integer> Maximum number of antlions allowed in the pool. If 0, pool behavior is turned off.
  • pool_regen_amount
<integer> This is the number of antlions added to the pool every time it regenerates.
  • pool_regen_time
<float> Time interval between pool regeneration ticks.
  • createspores (in all games since Half-Life 2: Episode One)
<boolean> Create Spore effect

Flags

  • BaseNPCMaker:
Fade Corpse : [16]
Infinite Children : [32]
Do Not Drop : [64]
Don't Spawn While Visible : [128]
  • 1024 : Random spawn node
  • 2048 : Try to spawn close to the current target
  • 4096 : Pick a random fight target (in all games since Half-Life 2: Episode One)
  • 8192 : Try to play blocked effects near the player (in all games since Half-Life 2: Episode One)

Inputs

  • BaseNPCMaker:
Spawn
Spawns an NPC.
Toggle
Toggles the spawner enabled/disabled state.
Enable
Enables the spawner.
Disable
Disables the spawner.
AddMaxChildren <integerRedirectInput/integer>
Adds to the number of NPCs that can spawn before the spawner is exhausted. If an exhausted spawner is given some children to spawn, it still wont begin spawning until it is re-enabled with the Enable input.
SetMaxChildren <integerRedirectInput/integer>
Sets the number of NPCs that can spawn before the spawner is exhausted. If an exhausted spawner is given some children to spawn, it still won't begin spawning until it is re-enabled with the Enable input.
SetMaxLiveChildren <integerRedirectInput/integer>
Sets the maximum number of NPCs that can be alive at any one time from this spawner.
SetSpawnFrequency <floatRedirectInput/float>
Sets how often (in seconds) a new NPC will be spawned.


  • SetFightTarget <target_destination>
Sets the target entity for children to fight to.
  • ClearFightTarget
Clears the fight target goal for this spawner.
  • SetFollowTarget <target_destination>
Sets the target entity for children to follow.
  • ClearFollowTarget
Clears the follow target goal for this spawner.
  • SetSpawnRadius <float>
  • AddToPool <integer>
Add the number of antlions specified in the parameter to the pool.
  • SetMaxPool <integer>
Set the maximum number of antlions allowed in the pool at any time. Setting it to 0 turns off the pool behavior.
  • SetPoolRegenAmount <integer>
Set the number of antlions added to the pool every time it regenerates.
  • SetPoolRegenTime <float>
Set the time interval between pool regeneration ticks.
  • ChangeDestinationGroup <string> (in all games since Half-Life 2: Episode One)
Change the spawn group for this spawner.

Outputs

  • BaseNPCMaker:
OnSpawnNPC <targetname*RedirectOutput/ehandle>
Fired when an NPC is spawned. The activator is the NPC, and the string is the name of the NPC.
OnAllSpawned
Fired when the spawned is exhausted (all children have been spawned).
OnAllSpawnedDead
Fired when the spawner is exhausted (all children have been spawned) and all spawned children have died.
OnAllLiveChildrenDead
Fired when all spawned children have died. This does not mean the spawned is exhausted, so a new child may be spawned any time after this (unless the maker is disabled).
  • OnAllBlocked (in all games since Half-Life 2: Episode One)
Fires when all the hint nodes are blocked.