Npc blob
Template:Hl2 point It's an experimental, unused entity that would have been a gross, sludgey monster that surrounds and consumes its prey. Its behavior is functional, with a few bugs. Visuals and sounds are not finished at all, however.
Behavior & Findings
Appearance & Composition
An npc_blob
emits and controls a large group of entities called blob_element
s. Without an npc_blob
, these blob elements will disband and drift in their last direction of travel, which is dictated by npc_blob
.
The NPC computes what is called a centroid by averaging the origins of every blob_element
it controls. This calculation is used for:
- Computing how far away enemies are.
- Identifying when a blob_element is stuck.
- Determining the direction blob_elements wobble in while idle.
Confirm:Code says to do this, but
blob_element
s don't seem to follow it? Line 754.
It's probable that blobs would have been rendered as metaballs, similar to gel blobs in Portal 2. What blobs render as currently is a model from a list (see npc_blob_use_model
below).
Abilities
When an enemy is found, the blob will move to it and surround it. It will even climb onto enemies, and slowly consume them.
Blobs prefer the ground, but will travel on walls to get somewhere, or even the player and NPCs.
blob_element
s between npc_blob
s?Other Quirks
Blob elements don't try to stick to where they all have LOS to the centroid. This means that a wall can end up going straight through them.
Typically, blobs only move when they find an enemy. They do not understand assaults.
npc_blob
appears as a combine soldier in hammer.
Combine soldiers will sometimes go into a strange kind of shaking animation when being attacked by blobs.
It seems to copy the player regarding AI relationships, except for when antlions become allies.
There is some kind of crash that happens sometimes, right as an enemy is killed.
Blob elements have been observed going airborne on rare occasions to reach flying enemies or when going over walls.
Blobs seem to be invincible, but they can still be hurt by explosives. They also ignore trigger_hurt
s.
Igniting the npc_blob
reveals that the NPC itself is an invisible headcrab model.
Igniting also reveals that the npc_blob
never moves, only the blob_element
s.
Dedicated ConVars
blob_mindist <120.0>
(hammer units)
Confirm:No effect?
blob_element_speed <187>
(hammer units per second)
- How fast
blob_element
s move. Higher speeds seem to cause blob elements to go airborne more frequently.
npc_blob_idle_speed_factor <0.5>
(arbitrary number)
- Multiplies
blob_element_speed
for when blobs aren't doing anything.
blob_numelements <20>
(arbitrary number)
- How many
blob_element
s a singlenpc_blob
manages.
blob_batchpercent <100>
(percentage?[confirm])
Confirm:Looking at code, seems like it would limit the number of blobs elements processed to a certain percent. No effect observed ingame.
blob_radius <160>
(hammer units)
- How far blob elements like to spread out from each other. Can affect their ability to move and attack. Requires restart to take effect.
npc_blob_use_threading <1>
(boolean)
- Whether blobs are multithreaded or not.
npc_blob_sin_amplitude <60.0f>
(arbitrary number?[confirm])
- Amplifies how much
blob_element
s wobble around.Todo: Doesn't seem to go above 60? Why and how to fix.
npc_blob_show_centroid <0>
(boolean)
- Shows a green 3D cross indicating where the centroid mentioned above is located.
npc_blob_straggler_dist <240>
(hammer units)
- Defines the maximum distance a blob element would be allowed to get away from the centroid when traveling. The code for putting this ConVar to use is incomplete and commented out.
npc_blob_use_orientation <1>
(boolean)
- Enables blob elements rotating to face their direction of travel.
npc_blob_use_model <2>
(arbitrary number)
- Chooses which model to show
blob_element
s as. Requires restart to take effect.- 0.
gibs/agibs.mdl
(skull) - 1.
props_junk/watermelon01.mdl
(watermelon) - 2.
w_squeak.mdl
(snark (not in final game, shows error model)) - 3.
baby_headcrab.mdl
(baby headcrab (not in final game, shows error model))
- 0.

npc_blob_think_interval <0.025>
(seconds)
- How often the NPC thinks.
Keyvalues
CBaseCombatCharacter:
CAI_BaseNPC:
DamageFilter:
|
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
6,000
units 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
- FormPathShape <string >
- Tells the group to go distribute themselves along a shape defined by path corner entities
- SetRadius <float >
- Force the group to change the radius (density)
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
disposition
are: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
|