asw_drone


asw_drone
is a point entity available in Alien Swarm.
swarm.fgd
, Alien Swarm SDK
asw_drone | |
---|---|
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Type | Point entity |
Engine | ![]() |
Availability | ![]() |
Drones are the most common enemies in the game, serving as the weak, hiveminded grunts of the Swarm's army. They often appear in large groups created by asw_spawner. Drones have several unique behaviors and animations available which change how they're fought in different environments.


Subclasses
Drones have two "sub-classes" which differ in minor ways:
asw_drone_jumper
is a drone capable of jump navigation. trigger_asw_jump can control where they jump.asw_drone_uber
is a much stronger drone which moves slower and has a lot more health.Note:
asw_drone_uber
has an unused distinct model, but not in Alien Swarm's retail artstyle.
Keyvalues
- Move Clone (MoveClone) <targetname>
- If set to an entity name, this alien will match movement with that entity.
- 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
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.



StartScripting
input does this.Don't drop weapons : [8192]
Ignore player push : [16384] (in all games since )
- Entity won't give way to player.
Use Ground Checks : [131072]
Inputs
- SetMoveClone
- Wakes the alien up if the Wait For Script flag was set.
- BreakWaitForScript
- Wakes the alien up if the Wait For Script flag was set.
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
|