Npc hunter
		
		
		
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Template:Ep2 point It is a three-legged synth that is large enough to be imposing, but small enough to enter buildings. It has 360° vision thanks to the antennae mounted on its back.
Hunters are armed with flechette cannons, which fire bursts of needle-like projectiles that cause damage both on impact and also when they explode a few moments later. They can also lash out with one of their front legs or impale with their mandibles (seen beneath the "eyes").
Hunters appear similar to Half-Life 1's Houndeye monsters, and the legacy DoPhysicsBlast input further supports the idea that they are a derivation.
KeyValues
- Strider to Follow <targetname>
- The name of the strider that this hunter should escort. Todo: Does this enable the AI behaviour from Ep2's climax on its own?
| 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.
Inputs
- FollowStrider <targetname>
- Sets the name of the strider the Hunter should escort, enabeles ep2 behavior
- SetMinigunTarget <targetname>
- Forces the Hunter to shoot its flechette cannon at the specified target
- SetMinigunTime <float>
- How long the Hunter will spend firing its flechette cannon after receiving the above input.
- UseSiegeTargets <string>
- The name of info_targets to shoot at when I can't shoot at the player. Todo: Does this take a string instead of targetname because multiple targets are supported? If so, how does that work?
- EnableShooting
- DisableShooting
- If a Hunter cannot shoot, it will try to use its melee attacks.
- EnableSquadShootDelay
- DisableSquadShootDelay
- Enables/disables a delay between ranged attacks from members of one Hunter squad.
- EnableUnplantedShooting
- DisableUnplantedShooting
- Used mainly for scripted attacks against bullseyes. Enables the hunter to shoot without having to plant its legs in the ground first. Remember to disable afterwards!
- Crouch
- Stand
- Crouch down / return to standing
- EnableCrouchWalk
- DisableCrouchWalk
- Unused. Prevented/allowed Hunters to move while crouched.
- DoPhysicsBlast
- Hunter will instantly do the defensive physics blast. (Non-functional)
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: Hate
- D_FR: Fear
- D_LI: Like
- D_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
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