npc_citizen

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Class hierarchy
CNPC_Citizen
CNPC_PlayerCompanion
CAI_PlayerAlly
CAI BaseActor
CAI_ExpresserHost
CAI_BaseHumanoid
CAI_BaseHumanoidBase
CAI_BaseNPC
CBaseCombatCharacter
CBaseFlex
CBaseAnimatingOverlay
CBaseAnimating
CBaseEntity
npc_citizen17.cpp

npc_citizen is a point entity available in Half-Life 2 series Half-Life 2 series.

Citizen.jpg

They are the downtrodden citizens of City 17. They will pick up weapons, fight the Combine, and join the player's squad if they see him.

In code, it is represented by theCNPC_Citizenclass, defined in thenpc_citizen17.hfile.
Note.pngNote:In Mapbase Mapbase, this NPC has been modified with new animations and weapon support
Note.pngNote:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.

Keyvalues

Name (targetname) <string>
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Weapons (additionalequipment) <choices>
Weapon to spawn with.
  • SMG1
  • AR2
  • Stun Stick
  • Crowbar
    Note.pngNote:Setting the npc's Targetname to "matt" will turn the crowbar into a pipe.
  • Shotgun
  • Beer bottle - Obsolete Doesn't exist in code.
  • Beer bottle2 - Obsolete Doesn't exist in code.
  • RPG
  • Nothing
Warning.pngWarning:NPC's wielding RPG's will hesitate to fire until they walked to a secure spot to shoot from. Often times, this will cause them to take enough damage to die before even reaching such a spot.
See Talk for more details about this.
Warning.pngWarning:NPC's with melee weapons like stunsticks, crowbar or the pipe will very rarely use them. They may run up to the enemy and stare at them, but rarely start swinging.
Note.pngNote:Technically any weapon can be added to NPC's, but their models lack animations to use the weapons. weapon_citizenpackage, and weapon_citizensuitcase would also work, but should be used via scripted sequences to play the proper animations.
Ammo To Resupply (ammosupply) <choices>
If the appropriate spawnflag is set, the citizen will attempt to get close to the player and pass this type of ammunition when he/she runs low.
Amount Of Ammo To Give (ammoamount) <integer>
Amount of ammo the NPC has (in total) to give to the player.
Type (citizentype) <choices>
Changes the citizen's appearance (but not behaviour).
  • Default: The hardcoded default for the given chapter. All custom maps use Downtrodden.
    Note.pngNote:In Mapbase Mapbase, mappers can change this value with the hl2_gamerules entity
  • Downtrodden: The normal blue civil outfit.
  • Refugee: A more ragged and torn civil outfit. Some models use a beige shirt.
  • Rebel: The rebel outfit.
  • Unique: Only uses what is stored in the "model" keyvalue. This can be used if you want to use a different model from other citizens, like Odessa Cubbage.
    Warning.pngWarning:The Random Head spawnflag should always be disabled when using Unique citizens.
Expression Type (expressiontype) <choices>
Ambient facial animation.
  • 0: Random
  • 1: Scared
  • 2: Normal
  • 3: Angry
Model (model) <choices>
Various model overrides. With the Random Head spawnflag, any of these models except for Cheaple and Odessa may be chosen.
  • Cheaple Male 1 is a low-detail model that only works if Type is Downtrodden or Unique.
  • Odessa. DO NOT USE. is Colonel Odessa Cubbage. Only works if Type is set to Unique.
This field accepts arbitrary paths (e.g. models\alyx.mdl). Use the Unique citizen type if you want to make use of this.
Facial Expression Override (expressiontype) <string>
Facial expression override
Fire Output When Nav Is Blocked? (notifynavfailblocked) <boolean>
Fires an output when the Citizen's movement fails because he/she is blocked by a dynamic object.
Permanent Squad Member? (neverleaveplayersquad) <boolean> (in all games since Half-Life 2: Episode One)
A permanent squad member cannot leave the player's squad unless killed or explicitly removed by entity I/O. Only use this if you're sure you want to override the default AI.
Deny Command Speech Concept (denycommandconcept) <string> (in all games since Half-Life 2: Episode One)
If you want your citizens to squad with the player but not obey commands the player gives to move the squad, put a concept here and this citizen will speak the concept instead of obeying the order.

PlayerCompanion:

Always transition (AlwaysTransition) <boolean> (in all games since Half-Life 2: Episode One)
This NPC will always teleport to a Player Squad Transition Point if they're not within the trigger_transition.
Prevent picking up weapons? (DontPickupWeapons) <boolean> (in all games since Half-Life 2: Episode One)
This NPC will NOT be allowed to pick up weapons they find on the ground.
Is this a vital ally? (GameEndAlly) <boolean> (in all games since Half-Life 2: Episode One)
This NPC will cause the game to end if killed.

TalkNPC:

Use Sentence (UseSentence) <string>
Sentence spoken when the NPC gets +used by a player
Un-Use Sentence (UnUseSentence) <string>
Sentence spoken NPC gets used again
Don't Use Speech Semaphore (DontUseSpeechSemaphore) <boolean>
Friendly NPCs are not allowed to speak if another friendly NPC is speaking. In some cases, we don't want speaking NPCs to prevent other NPCs from speaking (for instance, if there is a friendly NPC speaking for a long time on a monitor). To make this NPC not prevent other NPCs from talking, make it not grab the semaphore when it speaks.
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

  • Follow player on spawn : [65536]
Causes the citizen to follow the player when it spawns. It won't join the player's squad until it gets close enough
  • Medic : [131072]
Turns the citizen into a medic that can heal the player and other NPCs in its squad. Citizens with the "Rebel" citizen type adopt a medic uniform.
Warning.pngWarning:In regular Half-Life 2, medics do not account for the player's Z position when giving health. For example, the player could be on the edge of a ledge, and a medic can give them health despite being a considerable distance below. This has been fixed in Episode One and Episode Two.
Icon-Bug.pngBug:Medics don't correctly account for relationship when checking to heal a target, so citizens hostile to the player can still heal them.  [todo tested in ?]
Cpp.pngCode Fix:This can be fixed in CNPC_Citizen::ShouldHealTarget() by changing the first disposition check to check for pTarget, not !pTarget.
  • Random Head : [262144]
Randomizes the citizen model for any male or female of given outfit choice.
Note.pngNote:If this flag, random male head, or random female head is checked and the efficient flag is checked, then the citizen's model becomes models/humans/male_cheaple.mdl.
  • Ammo Resupplier : [524288]
Turns the citizen into an ammo resupplier that can replenish the player's ammo.
  • Not Commandable : [1048576]
Prevents the citizen from joining the player's squad.
Obsolete: use the keyvalue
  • Random male head : [4194304]
Randomizes the citizen model for any male of given outfit choice.
  • Random female head : [8388608]
Randomizes the citizen model for any female of given outfit choice.
  • Use RenderBox in ActBusies. : [16777216]
Note.pngNote:This makes the collision hull surround the model rather than using the human hull. It's more computationally expensive, but necessary when ActBusies involve close proximity to other props/geometry or animate the citizens in a more dynamic way.
BaseNPC flags 

Inputs

SetExpressionOverride <string>
Set facial expression override
StartPatrolling
Patrol whenever I'm idle or alert.
StopPatrolling
Stop patrolling when I'm idle or alert.
SetCommandable <boolean>
Make a previously uncommandable citizen commandable
SetMedicOn
Set the medic flag on. Will not change the model or skin of the citizen.
SetMedicOff
Set the medic flag off. Will not change the model or skin of the citizen.
SetAmmoResupplierOn
Set the ammo-resupplier flag on. Will not change the model or skin of the citizen.
SetAmmoResupplierOff
Set the ammo-resupplier flag off. Will not change the model or skin of the citizen.
SetReadinessLow
Set readiness to calmest state (Bored)
SetReadinessMedium
Set readiness to moderate (Alert)
SetReadinessHigh
Set readiness to highest. (Combat imminent)
LockReadiness <float>
Lock readiness at current setting for x seconds -1 = forever, 0 = unlock now
GiveWeapon <classname> !FGD
Gives the NPC the specified weapon
SpeakIdleResponse  !FGD
Forces the NPC to speak an idle response
RemoveFromPlayerSquad  (in all games since Half-Life 2: Episode One)
Remove from player squad, instantly.
SetReadinessPanic  (in all games since Half-Life 2: Episode One)
Set readiness to panic state (Special)

PlayerCompanion:

OutsideTransition  (in all games since Half-Life 2: Episode One)
Use this input to teleport the NPC to a hint node with the "Player Squad Transition Point" hint type.
EnableAlwaysTransition  (in all games since Half-Life 2: Episode One)
DisableAlwaysTransition  (in all games since Half-Life 2: Episode One)
If enabled, this NPC will always teleport to a Player Squad Transition Point even if they're not within the trigger_transition.
MakeGameEndAlly  (in all games since Half-Life 2: Episode One)
MakeRegularAlly  (in all games since Half-Life 2: Episode One)
Determines whether the game should end if this character dies.
EnableWeaponPickup  (in all games since Half-Life 2: Episode One)
DisableWeaponPickup  (in all games since Half-Life 2: Episode One)
Enables/disables weapon pickup.
GiveWeapon <classname> (in all games since Half-Life 2: Episode One)
Gives the NPC a weapon immediately.
ClearAllOutputs  (only in Half-Life 2: Episode One Half-Life 2: Episode Two)
Clears every output that this NPC has.

TalkNPC:

SpeakResponseConcept <string> (in all games since Half-Life 2: Episode One)
Speak the specified response concept immediately.
BaseNPC inputs 

Outputs

OnJoinedPlayerSquad
Fires when joins player squad
OnLeftPlayerSquad
Fires when leaves player squad (doesn't include death or deletion)
OnFollowOrder
Fires when ordered to follow player
OnStationOrder
Fires when ordered to a location by player
OnPlayerUse
Fires when a player +USEs the citizen. (!activator is the player.)
OnNavFailBlocked
Fires when this Citizen's movement fails because he/she is blocked by a dynamic object.
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.

Dedicated Console Variables

Cvar/Command Parameters or default value Descriptor Effect
ai_citizen_debug_commander bool When a citizen is selected with ent_text, provides additional information about how the citizen processes commands from the player.
g_ai_citizen_show_enemy bool When a citizen is selected with ent_text [confirm], draws a line from the citizen's eyes to the eyes of its enemy during combat.
npc_citizen_auto_player_squad bool Makes the citizens automatically join the player's squad as long as they're within a minimum distance to the player and a squad slot is available.
npc_citizen_auto_player_squad_allow_use bool If set to 1, makes the citizens join/unjoin the player's squad when they +USE the citizen, as long as a squad slot is available.
npc_citizen_explosive_resist bool Resistance against exposions.
npc_citizen_insignia bool Places chefhat.mdl on the heads of citizens in the player's squad.
npc_citizen_squad_marker bool Adds a small marker under their feet when the citizens are in the player's squad.
sk_citizen_giveammo_player_delay float Time between ammo assistances.
sk_citizen_heal_ally int Amount of health to heal allies for.
sk_citizen_heal_ally_delay float Time between medical assistances for allies.
sk_citizen_heal_player int Amount of health to heal players for.
sk_citizen_heal_player_delay float Time between medical assistances.
sk_citizen_heal_player_min_forced int Players must be at least this far from their max health before medics can heal them again.
sk_citizen_heal_player_min_pct float How much health a NPC has to have before medics will consider healing them. Target's health * this variable.
sk_citizen_health int A citizen's spawn health.
sk_citizen_player_stare_dist float How far medics have to be from the player to register healing requests from staring.
sk_citizen_player_stare_time float How long a player has to stare at a medic before they give them health.
sk_citizen_stare_heal_time float How long to wait after healing someone before medics can resume stare healing request behavior.