npc_antlionguard
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CNPC_AntlionGuard |
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Cavern Dweller (in all games since
) - click to enlarge.

npc_antlionguard
is a model entity available in Half-Life 2 series. The Antlion Guard is a much larger and more dangerous form of an Antlion. The guard has a significant amount of health, and can fling physics objects at the player.
Only one Antlion Guard can charge at a time per squad, due to the charge requiring the guard to occupy the SQUAD_SLOT_ANTLIONGUARD_CHARGE squad slot.
The Antlion Guardian (cavern guard) does not charge or roar and predicts where the player will be for melee attack.

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
- World Model (model) <model path> !FGD[ Edit ]
- This entity's model is set to:
models/antlion_guard.mdl
on spawn so specifying this keyvalue will have no effect.
- Start burrowed (startburrowed) <boolean>
- Start the NPC burrowed under the ground, waiting for the player to appear.
- Allow bark (allowbark) <boolean>
- Sometimes the Antlion Guard will call other Antlions to unburrow near it. There can only be ANTLIONGUARD_SUMMON_COUNT (a macro in the cpp file, 3 by default) Antlions alive at a time per guard.
- Cavern breed (cavernbreed) <boolean>
- Sets the guard to use the Episode Two Cavern Guard skin.
- In Cavern (incavern) <boolean>
- If set, the guard will do poison damage and will not charge or roar.
- Shove Targets (shovetargets) <string>
CBaseCombatCharacter:
CAI_BaseNPC:
DamageFilter:
|
Flags
- Create server-side ragdoll on death : [65536]
- Use inside footsteps : [131072]
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
- Unburrow
- Unburrow from the ground.
- SetShoveTarget <targetname >
- Sets a shove target to attack.
- SetChargeTarget <targetname >
- Sets a charge target to attack. To make it work with npc_bullseye, you also need to set info_target with parameters. Example: bulleye_test target_start_1
- ClearChargeTarget
- Clear the charge target.
- Ragdoll
- Causes the antlion guard to die, regardless of health.
- EnableBark
- Allow the antlion guard to try and summon antlions.
- DisableBark
- Stop the antlion guard from trying to summon antlions.
- SummonedAntlionDied !FGD
- Informs the guard that a summoned antlion has died. Automatically sent by summoned antlions when they die. Sending this manually will cause the guard to summon an extra antlion for each time its sent.
- StopInvestigating
- Stop trying to sniff out the player. (Not implemented)
- EnablePreferPhysicsAttack
- Prefer to use physics attacks if at all possible, even when inside a cavern.(The guard will still prioritize charging).
- DisablePreferPhysicsAttack
- Do not prefer to use physics attacks if at all possible, even when inside a cavern.
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
- OnSeeHiddenPlayer
- Fires when the current enemy is seen while trying to hide.(Non-functional)
- OnSmellHiddenPlayer
- Fires when the current enemy is smelled while trying to hide.(Non-functional)
- OnSummon
- Fires when the Antlion Guard is attempting to summon Antlion Soldiers.
|
Dedicated Console Variables
- sk_antlionguard_health <int>
- An antlion guard's spawn health
- sk_antlionguard_dmg_charge <int>
- Damage the antlion guard deals when it hits the player while charging.
- sk_antlionguard_dmg_shove <int>
- Damage the antlion guard deals when it hits the player with the standard, shove attack.
- sk_antlionguard_dmg_take_scale <int>
- Scale of how much damage the antlion guard takes if damaged.