npc_vortigaunt

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Class hierarchy
CNPC_Vortigaunt
CNPC_PlayerCompanion
CAI_PlayerAlly
CAI BaseActor
CAI_ExpresserHost
CAI_BaseHumanoid
CAI_BaseHumanoidBase
CAI_BaseNPC
CBaseCombatCharacter
CBaseFlex
CBaseAnimatingOverlay
CBaseAnimating
CBaseEntity
npc_vortigaunt_episodic.cpp

npc_vortigaunt is a point entity available in Half-Life 2 series Half-Life 2 series, Portal Portal, and Black Mesa Black Mesa.

Vortigaunt.jpg

This NPC allows multiple models (for slaves), but defaults to vortigaunt.mdl. Also see the Half-Life Continuity page about the vortigaunt.

Note.pngNote:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.
AltNames.pngAltNames: In Black Mesa, this entity is also tied to npc_alien_slave and npc_xorteb.

Keyvalues

Name (targetname) <string>
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

World model (model) <model path>
The model to appear as. Use this to create slave vorts.
Allow Armor Recharging (ArmorRechargeEnabled) <boolean>
Can this vort recharge the HEV suit?
Regenerate Health (HealthRegenerateEnabled) <boolean>
Whether or not the vortigaunt will recover his own health over time like vital allies, while in combat.

PlayerCompanion:

Always transition (AlwaysTransition) <boolean> (in all games since Half-Life 2: Episode One)
This NPC will always teleport to a Player Squad Transition Point if they're not within the trigger_transition.
Prevent picking up weapons? (DontPickupWeapons) <boolean> (in all games since Half-Life 2: Episode One)
This NPC will NOT be allowed to pick up weapons they find on the ground.
Is this a vital ally? (GameEndAlly) <boolean> (in all games since Half-Life 2: Episode One)
This NPC will cause the game to end if killed.

TalkNPC:

Use Sentence (UseSentence) <string>
Sentence spoken when the NPC gets +used by a player
Un-Use Sentence (UnUseSentence) <string>
Sentence spoken NPC gets used again
Don't Use Speech Semaphore (DontUseSpeechSemaphore) <boolean>
Friendly NPCs are not allowed to speak if another friendly NPC is speaking. In some cases, we don't want speaking NPCs to prevent other NPCs from speaking (for instance, if there is a friendly NPC speaking for a long time on a monitor). To make this NPC not prevent other NPCs from talking, make it not grab the semaphore when it speaks.
BaseNPC keyvalues

CBaseCombatCharacter:

Relationship (Relationship) <string> !FGD
<string|targetname or classname> <string|disposition> <int|rank>
Changes whether this entity likes or dislikes certain other things. Used like the ai_relationship entity, with this entity as the subject.
Values for disposition are:
  • D_HT: Hate
  • D_FR: Fear
  • D_LI: Like
  • D_NU: Neutral
Physics Impact Damage Scale (physdamagescale) <float>
Multiplier for damage amount when this entity is hit by a physics object. With a value of 0 the entity will take no damage from physics.

CAI_BaseNPC:

Target Path Corner (target) <targetname>
The path_corner that this NPC will move to after spawning.
Squad Name (squadname) <string>
NPCs that are in the same squad (i.e., have matching squad names) will share information about enemies and will take turns attacking and covering each other.
Hint Group (hintgroup) <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) <boolean>
Limits NPC to using specified hint group for navigation requests. Does not limit local navigation.
Sleep State (sleepstate) <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
Wake Radius (wakeradius) <float>
Auto-wake if player comes within this distance.
Wake Squad (wakesquad) <boolean>
Wake all of the NPCs squadmates if the NPC is woken.
Enemy Filter (enemyfilter) <targetname>
Filter entity to test targets against.
Ignore unseen enemies (ignoreunseenenemies) <boolean>
Prefers visible enemies, regardless of distance or relationship priority.

DamageFilter:

Damage Filter (damagefilter) <targetname>
Name of the filter_damage_type entity that controls which entities can damage us.

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 6,000 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]
Note.pngNote:This flag is disabled in Half-Life 2: Episode One Half-Life 2: Episode Two episodic for player companions, because the StartScripting input does this.

Don't drop weapons : [8192]
Ignore player push : [16384] (in all games since Source 2006)

Entity won't give way to player.

Inputs

EnableArmorRecharge, DisableArmorRecharge
Allow or prevent armor recharging on players
ExtractBugbait <targetname>
Causes the vortigaunt to extract bugbait from the named target passed in.
ChargeTarget <targetname>
Force the vortigaunt to charge the named target.
EnableHealthRegeneration, DisableHealthRegeneration
Allow/stop the vortigaunt to start regenerating his health over time, like vital allies.
TurnBlue <boolean>
"If true, turn blue. If false, turn green." Used to toggle the blue-purple skin tinting on vortigaunts with the "vortigaunt_blue.mdl" model variant. This is used for the Transcendent Vortigaunts in Episode 1's opening sequence and the Episode 2 sequence in which Alyx is being healed. It does not, however, cause their eyes to become light blue.
TurnBlack <boolean>
"If true, turn black. If false, be seen."
Todo: Eh?
BeginCarryNPC  (in all games since Half-Life 2: Episode Two)
Override our animations for 'carrying' an NPC.
EndCarryNPC  (in all games since Half-Life 2: Episode Two)
Stop overriding our animations for 'carrying' an NPC.
Dispel  (in all games since Half-Life 2: Episode Two) !FGD
Forces vortigaunt to perform its shockwave attack, killing every antlion around it no matter if vortigaunt is engaged in combat or not.

PlayerCompanion:

OutsideTransition  (in all games since Half-Life 2: Episode One)
Use this input to teleport the NPC to a hint node with the "Player Squad Transition Point" hint type.
EnableAlwaysTransition  (in all games since Half-Life 2: Episode One)
DisableAlwaysTransition  (in all games since Half-Life 2: Episode One)
If enabled, this NPC will always teleport to a Player Squad Transition Point even if they're not within the trigger_transition.
MakeGameEndAlly  (in all games since Half-Life 2: Episode One)
MakeRegularAlly  (in all games since Half-Life 2: Episode One)
Determines whether the game should end if this character dies.
EnableWeaponPickup  (in all games since Half-Life 2: Episode One)
DisableWeaponPickup  (in all games since Half-Life 2: Episode One)
Enables/disables weapon pickup.
GiveWeapon <classname> (in all games since Half-Life 2: Episode One)
Gives the NPC a weapon immediately.
ClearAllOutputs  (only in Half-Life 2: Episode One Half-Life 2: Episode Two)
Clears every output that this NPC has.

TalkNPC:

SpeakResponseConcept <string> (in all games since Half-Life 2: Episode One)
Speak the specified response concept immediately.
BaseNPC inputs

CAI_BaseNPC:

ActivateSpeedModifier  !FGD
DisableSpeedModifier  !FGD
Break
Smash into pieces. If this is not possible, disappear.
BecomeRagdoll  (in all games since Half-Life 2: Episode Two)
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 Half-Life 2: Episode One)
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 Half-Life 2: Episode One)
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 Half-Life 2: Episode One)
UnholsterWeapon  (in all games since Half-Life 2: Episode One)
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 Half-Life 2: Episode One)
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.
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: 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:

SetDamageFilter <string>
Sets the entity to use as damage filter. Pass in an empty string (no parameter) to clear the damage filter.

Outputs

OnFinishedExtractingBugbait
Fires when the vortigaunt's finished extracting bugbait from a target.
OnFinishedExtractingTauCannon
Fires when the vortigaunt's finished extracting the tau cannon from the jeep.
OnFinishedChargingTarget
Fires when the vortigaunt has finished charging a target.
OnPlayerUse
Fires when a player +USEs the vortigaunt. (!activator is the player.)
PlayerCompanion:
OnWeaponPickup
Fires when this NPC picks a weapon off the ground or a gun rack.
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>
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>
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.

Dedicated Console Variables

Cvar/CommandParameters or default valueDescriptorEffect
sk_vortigaunt_armor_charge30 (in Half-Life 2) / 15 (in Half-Life 2: Episode Two)intAmount of energy to charge the player with
sk_vortigaunt_dmg_claw10intDamage from a claw melee attack
sk_vortigaunt_dmg_rake25intDamage from a rake melee attack
sk_vortigaunt_dmg_zap50 (in Half-Life 2) / 25 (in Half-Life 2: Episode Two)intDamage from a zap range attack
sk_vortigaunt_health100intVortigaunt spawn health
sk_vortigaunt_armor_charge_per_token (only in Half-Life 2: Episode Two)5intAmount of charge per token

See also