npc_antlion_template_maker

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npc_antlion_template_maker is a point entity available in the Half-Life 2 series.

Entity description

Seeing as antlions were frequently used as cannon fodder in Half-Life 2, especially within Nova Prospekt, this entity is used to efficiently monitor and respawn antlions on a continuous basis. It has similar functionality to a npc_maker.

Keyvalues


BaseNPCMaker:
Num. of NPCs (MaxNPCCount) <integer>
Number of NPCs that will spawn before this spawner is exhausted.
Frequency (SpawnFrequency) <string>
How often (in seconds) a new NPC will be spawned. If set to -1, a new NPC will be made when the last NPC dies.
Max Live NPCs (MaxLiveChildren) <integer>
Maximum number of live children allowed at any one time (new ones will not be made until one dies). If set to -1, no limit is applied.

Targetname:
Name (targetname) <string>
The targetname that other entities refer to this entity by.

Angles:
Pitch Yaw Roll (Y Z X) (angles) <angle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.

EnableDisable:

Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).


Template Name <targetname>
Name of template NPC.


Spawn on Hint Group <string>
If specified, children will spawn on a hint node from this group, nearest the target.


Spawn Radius <float>
Target must be within this distance of any node in the hint group specified above. If the target is outside the radius, no NPC will spawn.


Spawn Target <targetname>
Targetname of the entity to try and spawn near.
Note.pngNote:This field is only used if "Spawn close to target" spawnflag is set.


Fight Target <targetname>
Targetname of an entity used as a goal for the children to fight to.


Follow Target <targetname>
Targetname of an entity used as a goal for the children to follow.


Vehicle Spawn Distance <float>
This is a modifier of the current spawn distance. Spawn distance on a vehicle is based on speed, so this is just a modifier for it.


Ignore Bugbait <boolean>
Ignore squeezed bugbait. Doesn't seem to affect thrown bugbait.


Pool Start <integer>
Number of antlions in the pool at map start.


Pool max <integer>
Maximum number of antlions allowed in the pool. If 0, pool behavior is turned off.


Pool Regen amount <integer>
This is the number of antlions added to the pool every time it regenerates.


Pool Regen time <float>
Time interval between pool regeneration ticks.


Create spores <boolean>
Create Spore effect.

Flags


BaseNPCMaker:
  • 16 : Fade Corpse
  • 32 : Infinite Children
  • 64 : Do Not Drop
  • 128 : Don't Spawn While Visible
  • 1024: Don't use dynamic difficulty (only in SiN Episodes)
  • 1024 : Random spawn node
  • 2048 : Try to spawn close to the current target
  • 4096 : Pick a random fight target
  • 8192 : Try to play blocked effects near the player

Inputs


BaseNPCMaker:
Spawn
Spawns an NPC.
Toggle
Toggles the spawner enabled/disabled state.
Enable
Enables the spawner.
Disable
Disables the spawner.
AddMaxChildren <integer>
Adds to the number of NPCs that can spawn before the spawner is exhausted. If an exhausted spawner is given some children to spawn, it still wont begin spawning until it is re-enabled with the Enable input.
SetMaxChildren <integer>
Sets the number of NPCs that can spawn before the spawner is exhausted. If an exhausted spawner is given some children to spawn, it still won't begin spawning until it is re-enabled with the Enable input.
SetMaxLiveChildren <integer>
Sets the maximum number of NPCs that can be alive at any one time from this spawner.
SetSpawnFrequency <float>
Sets how often (in seconds) a new NPC will be spawned.

Base:
AddContext <string>
Adds to the entity's list of response contexts. See Context.
AddOutput <string>
Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"

// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
ClearContext
Removes all contexts from this entity's list.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1 to FireUser4
Fires the respectiveOnUseroutputs; see User Inputs and Outputs.
Kill
Removes this entity and any entities parented to it from the world.
KillHierarchy
Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKillinput.
RemoveContext <string>
Remove a context from this entity's list. The name should match the key of an existing context.
SetParent <string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <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 <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
Use  !FGD
Same as a player invoking +use; no effect in most cases.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
DispatchEffect <string> (removed since Left 4 Dead) !FGD
Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since Left 4 Dead.
RunScriptFile <script> (in all games since Left 4 Dead 2) (also in Team Fortress 2)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode <string> (in all games since Left 4 Dead 2) (also in Team Fortress 2)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Icon-Bug.pngBug:In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.
Note.pngFix:Remove the string argument manually with a text editor.
Note.pngNote:Team Fortress 2 Backtick characters ` are replaced with quotation marks at runtime, allowing quotation marks to be used when normally not possible.
CallScriptFunction <string> (in all games since Left 4 Dead 2) (also in Team Fortress 2) !FGD
Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope  (only in Team Fortress 2) !FGD
Destroys the script scope of the receving entity.
SetLocalOrigin <coordinates> (in all games since Alien Swarm) !FGD
Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
SetLocalAngles <angles> (in all games since Alien Swarm) !FGD
Set this entity's angles.

EnableDisable:

Enable
Disable
Enable/disable this entity from performing its task. It might also disappear from view.


SetFightTarget <targetname>
Sets the target entity for children to fight to.


ClearFightTarget
Clears the fight target goal for this spawner.


SetFollowTarget <targetname>
Sets the target entity for children to follow.


ClearFollowTarget
Clears the follow target goal for this spawner.


SetSpawnRadius <float>


AddToPool <integer>
Add the number of antlions specified in the parameter to the pool.


SetMaxPool <integer>
Set the maximum number of antlions allowed in the pool at any time. Setting it to 0 turns off the pool behavior.


SetPoolRegenAmount <integer>
Set the number of antlions added to the pool every time it regenerates.


SetPoolRegenTime <float>
Set the time interval between pool regeneration ticks.


ChangeDestinationGroup <string>
Change the spawn group for this spawner.

Outputs


BaseNPCMaker:
OnSpawnNPC <string>
Fired when an NPC is spawned. The activator is the NPC, and the string is the name of the NPC.
OnAllSpawned
Fired when the spawned is exhausted (all children have been spawned).
OnAllSpawnedDead
Fired when the spawner is exhausted (all children have been spawned) and all spawned children have died.
OnAllLiveChildrenDead
Fired when all spawned children have died. This does not mean the spawned is exhausted, so a new child may be spawned any time after this (unless the maker is disabled).

Targetname:
OnUser1 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (only in Left 4 Dead)
This output fires when the entity is killed and removed from the game.


OnAllBlocked
Fires when all the hint nodes are blocked.