npc_headcrab_fast

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Fast headcrab
C++ Class hierarchy
CFastHeadcrab
CBaseHeadcrab
CAI_BaseNPC
CBaseCombatCharacter
CBaseFlex
CBaseAnimatingOverlay
CBaseAnimating
CBaseEntity
C++ npc_headcrab.cpp

npc_headcrab_fast is a point entity available in Half-Life 2 Half-Life 2, Half-Life 2: Episode One Half-Life 2: Episode One, Half-Life 2: Episode Two Half-Life 2: Episode Two, Half-Life 2: Deathmatch Half-Life 2: Deathmatch, and Black Mesa Black Mesa.

This headcrab variant is much faster than the average headcrab. They typically infest rotting corpses rather than human hosts, creating the terrifying fast zombies. Since the headcrabs move and attack so quickly, they can be thought of as a substitute for the notorious snark of Half-Life 1. It is best to place them in small groups to rush the player.

Note.pngNote:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.

Dedicated Console Variables

sk_headcrab_fast_health <int>
A fast headcrab's spawn health.

Keyvalues

BaseHeadcrab:

Start burrowed (startburrowed) <boolean>
Should this npc start burrowed? Will unburrow via input or if an enemy gets near.
Note.pngNote:If a headcrab is burrowed, it cannot be damaged. Use Kill input if needing to remove such headcrab.
Icon-Bug.pngBug:Fast headcrabs lack the animations for un/burrowing (only classic headcrabs have them). Using this setting will cause them to pop up in the air instantly when approached.  [todo tested in ?]
Tip.pngTip:You can still use this to create ambushes. Simply cover it up with non-solid clutter, junk or a bit of displacement ground with collisions disabled.

Flags

Start hidden : [65536]
Start hanging from ceiling : [131072]


Inputs

Burrow  !FGD
Burrow. If no burrow points within 512 units, does nothing.
BurrowImmediate  !FGD
Burrow immediate.
Unburrow  !FGD
Unburrow.
StartHangingFromCeiling
Start hanging from ceiling.
DropFromCeiling
Drop if hanging from ceiling.


Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <stringRedirectInput/string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.

Outputs

BaseNPC Outputs
OnDamaged
Fired when this NPC takes damage (!activator is the damage inflictor).
OnDamagedByPlayer
Fired when this NPC is hurt by a player (!activator is the attacker or vehicle driver [if friendly fire]).
OnDamagedByPlayerSquad
Fired when this NPC is hurt by a player OR by one of the player's squadmates (!activator is the attacker or vehicle driver [if friendly fire]).
OnDeath
Fired when this NPC is killed (!activator is the killer).
OnDenyCommanderUse
Fired when this NPC has refused to join the player's squad.
OnForcedInteractionAborted
Fired when the NPC aborts a forced interaction for some reason (target NPC died, couldn't be pathed to, etc.).
OnForcedInteractionStarted
Fired when the NPC starts a forced interaction.
OnForcedInteractionFinished
"NPCs in actbusies can no longer perform dynamic interactions."
Todo: What does this mean?
OnHalfHealth
Fired when this NPC reaches half of its maximum health.
OnHearCombat
Fired when this NPC hears combat sounds.
OnHearPlayer
Fired when this NPC hears the player.
OnHearWorld
Fired when this NPC hears a sound (other than combat or the player).
OnFoundEnemy <targetname*RedirectOutput/ehandle>
Fired when this NPC establishes line of sight to its enemy.
OnLostEnemy
Fired when this NPC loses its enemy. Usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy.
OnLostEnemyLOS
Fired when this NPC loses line of sight to its enemy.
OnFoundPlayer <targetname*RedirectOutput/ehandle>
Fired when this NPC establishes line of sight to its enemy, and that enemy is a player.
OnLostPlayer
Fired when this NPC loses its enemy, and that enemy was a player. Usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy.
OnLostPlayerLOS
Fired when this NPC loses line of sight to its enemy, and that enemy is a player.
OnSleep
Fired when this NPC enters a sleep state.
OnWake
Fired when this NPC comes out of a sleep state.