asw_buzzer
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CASW_Buzzer |
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asw_buzzer
is a model entity available in Alien Swarm.
Buzzers fly high above the battlefield and harass their enemies. They don't do much damage on their own, but they can be annoying distraction if they aren't dealt with quickly.
asw_buzzer
's code is based directly on npc_manhack, an enemy in Half-Life 2 . They also share a few inputs and spawnflags.
- This is a flying NPC that uses info_node_air, info_node_air_hint or path_tracks for AI navigation.

Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
BaseSwarmAlien:
- Visible when asleep (visiblewhenasleep) <boolean>
- If true, this alien will still get drawn even when asleep (useful for aliens you see far below you).
- Start Burrowed (startburrowed) <boolean> !FGD
- Makes this alien start burrowed. Normally set by asw_spawner or asw_holdout_spawner.
- Can be ignited by fire (flammable) <boolean> (only in
)
- If false, this alien will not be ignited by fire.
- Can be electro stunned by tesla gun (teslable) <boolean> (only in
)
- If true, this alien can be electro stunned by tesla gun.
- Can be frozen (freezable) <boolean> (only in
)
- If true, this alien can be frozen by freeze grenade or turret.
- Can flinch (flinchable) <boolean> (only in
)
- If true, this alien works as usual. If false, the alien doesn't flinch on taken damage.
- Health bonus (healthbonus) <integer> (only in
)
- The amount of health to add to an alien.
- Size scale (sizescale) <float> (only in
)
- The factor used to scale alien size. Don't use 0.
- Run speed scale (speedscale) <float> (only in
)
- The factor used to scale alien run speed. Don't use 0.
CBaseCombatCharacter:
CAI_BaseNPC:
DamageFilter:
|
Flags
- Don't use any damage effects : [131072]
- Use Air Nodes : [262144]
- No Danger Sounds : [1048576]
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
6,000
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
- DisableSwarm
- Disable the buzzer swarm behavior.
BaseSwarmAlien:
- BreakWaitForScript
- Wakes the alien up if the Wait For Script flag was set.
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
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
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