npc_antlionguard

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Antlion Guard - click to enlarge.
Cavern Dweller (in all games since Half-Life 2: Episode One) - click to enlarge.

npc_antlionguard is a point entity available in Half-Life 2 Half-Life 2, Half-Life 2: Episode One Half-Life 2: Episode One, Half-Life 2: Episode Two Half-Life 2: Episode Two, and Half-Life 2: Deathmatch Half-Life 2: Deathmatch. The Antlion guard is a much larger and more dangerous form of antlion. The guard has a significant amount of health, and can fling physics objects at the player.

The cavern guard does not charge or roar and predicts where the player will be for melee attack.

Note.pngNote:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.

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.

Keyvalues

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.
Start burrowed ([todo internal name (i)]) <boolean>
Start the NPC burrowed under the ground, waiting for the player to appear.
Allow bark ([todo internal name (i)]) <boolean>
Sometimes the Antlionguard will call other antlions to unburrow near it. Generally 3 antlions per bark.
Cavern breed ([todo internal name (i)]) <boolean>
Sets the guard to use the Episode Two Cavern Guard skin.
In Cavern ([todo internal name (i)]) <boolean>
If set, the guard will do poison damage and will not charge or roar.

Flags

BaseNPC flags 
  • 65536 : Create server-side ragdoll on death
  • 131072 : Use inside footsteps

Inputs

BaseNPC 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.(Non-functional)


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.

Outputs

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.


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
Antlion guard is attempting to summon antlions.

See also