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
is a point entity available in 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_egg
s, although they can be spawned manually like any other alien.
In code, it is represented by theCASW_Parasite
class, defined in theasw_parasite.h
file.
asw_parasite_defanged
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 )
- 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.
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.
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Flags
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 ]Note:This flag is disabled in episodic for player companions, because the StartScripting input does this.
- Don't drop weapons : [
8192 ]
- Ignore player push : [
16384 ] (in all games since ) Entity won't give way to player.
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- Use Ground Checks : [
131072
]
Inputs
BaseSwarmAlien:
BreakWaitForScript
- Wakes the alien up if the Wait For Script flag was set.
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 : Hate
D_FR : Fear
D_LI : Like
D_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:
SetDamageFilter <string>
- Sets the entity to use as damage filter. Pass in an empty string (no parameter) to clear the damage filter.
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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.
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