asw_parasite

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A lethal parasite Swarm alien, capable of burrowing through an IAF marine's armour and flesh. Once safely inside the host's body, the parasite will quickly consume the internal organs and multiply at a fantastic rate, with many more parasites bursting out of the victim shortly after.
swarm.fgd, Alien Swarm SDK
Asw parasite thumbnail.png

asw_parasite is a point entity available in Alien Swarm Alien Swarm.

The parasite is a unique enemy which latches onto targets to multiply itself. It is capable of latching onto both the player marine characters as well as the unused asw_colonist. After it latches onto a target, it can only be killed if the host survives the infestation period, which is normally only possible by healing the host.

Parasites often spawn from hatched asw_eggs, although they can be spawned manually like any other alien.

Note.pngNote:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.
In code, it is represented by theCASW_Parasiteclass, defined in theasw_parasite.hfile.

asw_parasite_defanged

Asw parasite defanged thumbnail.png

Parasites also have a unique subclass called asw_parasite_defanged which is normally spawned by asw_harvester. However, because it was only designed for this purpose, it is not in the FGD by default.

Defanged parasites have less health than regular parasites and they deal damage the instant they touch an enemy (similar to headcrabs from the Half-Life series), after which they die. They are referred to as "xenonites" or "harvestites" in-universe and have a pinkish appearance.

Since they're not designed as permanent enemies, defanged parasites are hardcoded to die 60 seconds after spawning.

Keyvalues

BaseSwarmAlien:
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 Alien Swarm: Reactive Drop)
If false, this alien will not be ignited by fire.
Can be electro stunned by tesla gun (teslable) <boolean> (only in Alien Swarm: Reactive Drop)
If true, this alien can be electro stunned by tesla gun.
Can be frozen (freezable) <boolean> (only in Alien Swarm: Reactive Drop)
If true, this alien can be frozen by freeze grenade or turret.
Can flinch (flinchable) <boolean> (only in Alien Swarm: Reactive Drop)
If true, this alien works as usual. If false, the alien doesn't flinch on taken damage.
Health bonus (healthbonus) <integer> (only in Alien Swarm: Reactive Drop)
The amount of health to add to an alien.
Size scale (sizescale) <float> (only in Alien Swarm: Reactive Drop)
The factor used to scale alien size. Don't use 0.
Run speed scale (speedscale) <float> (only in Alien Swarm: Reactive Drop)
The factor used to scale alien run speed. Don't use 0.
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 
Use Ground Checks : [131072]

Inputs

BaseSwarmAlien:
BreakWaitForScript
Wakes the alien up if the Wait For Script flag was set.
BaseNPC inputs 

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.