Template:KV CAI BaseNPC
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This template is our holder for all keyvalues that are assigned through CAI_BaseNPC.
Add |as=1
for entities that include the new Alien Swarm keyvalues (HullType and BloodColor).
Add |addeq=[text here]
to (optionally) write a custom description for the Weapon Held keyvalue.
For full documentation on this family of templates, see FGD Template Prototype. Still confused on something? Ask for help before editing this template.

CBaseEntity
keyvalues are listed here. See the talk page.
- Weapon Held (additionalequipment) ([todo internal name (i)]) <classname>
- Gives the NPC a weapon. NPCs may attack oddly or not attack if they don't know how to use a particular weapon.
- Squad Name (squadname) ([todo internal name (i)]) <string>
- NPCs that are in the same squad will share information about enemies, and will take turns attacking and covering each other.
- Relationship (Relationship) ([todo internal name (i)]) <string> !FGD
- <string|targetname or classname> <string|disposition> <int|rank>
- Changes whether this NPC likes or dislikes certain other things. 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
- Target Path Corner (target) ([todo internal name (i)]) <targetname>
- If set, the name of a path_corner entity that this NPC will move to, after spawning. Must be within 576 units from the NPC.
- Sleep State (sleepstate) ([todo internal name (i)]) <choices>
- Holds the NPC in stasis until specified condition. See also Wake Radius and Wake Squad.
- 0: None
- 1: Waiting for threat
- 2: Waiting for PVS
- 3: Waiting for input, ignore PVS
- 4: Auto PVS
- 5: Auto PVS after PVS
- Todo: clarify the differences between each
- Wake Radius (wakeradius) ([todo internal name (i)]) <float>
- Auto-wake if player is within this distance, in Hammer units.
- Wake Squad (wakesquad) ([todo internal name (i)]) <boolean>
- If yes, wake all of the NPCs squadmates if the NPC is woken.
- Ignore unseen enemies (ignoreunseenenemies) ([todo internal name (i)]) <choices>
- Prefer visible enemies, regardless of distance or relationship priority.
- Hint Group (hintgroup) ([todo internal name (i)]) <string>
- Hint groups are used by NPCs to restrict their hint-node searching to a subset of the map's hint nodes. Only hint nodes with matching hint group names will be considered by this NPC.
- Hint Limit Nav (hintlimiting) ([todo internal name (i)]) <boolean>
- If yes, limits NPC to using specified hint group for navigation requests, but does not limit local navigation.
- Enemy Filter (enemyfilter) ([todo internal name (i)]) <targetname>
- Filter by which to filter potential enemies.
- Physics Impact Damage Scale (physdamagescale) ([todo internal name (i)]) <float>
- Multiplier for damage amount when this NPC is hit by a physics object. With a value of 0 the NPC will take no damage from physics.
- Local Velocity (velocity) ([todo internal name (i)]) <vector> !FGD
- Velocity generated by the entity, can cause strange behavior if changed.
- Base Velocity (basevelocity) ([todo internal name (i)]) <vector> !FGD
- Velocity to start with on spawn.
- Angular Velocity (avelocity) ([todo internal name (i)]) <vector> !FGD
- Angular velocity to start with on spawn.
- Water Level (waterlevel) ([todo internal name (i)]) <character> !FGD
- Current water level of the entity, can cause strange behavior if changed.
- Hull Type (HullType) ([todo internal name (i)]) <integer> (in all games since
) !FGD
- Physical size of the NPC. Affects navigation capabilities and the bounding box.
HUMAN_HULL
: HumanWIDE_HUMAN_HULL
: WideTINY_HULL
: TinyMEDIUM_HULL
: MediumLARGE_HULL
: Large

- Blood Color (BloodColor) ([todo internal name (i)]) <integer> (in all games since
) !FGD
- Blood color of the NPC when shot.
