npc_combinedropship

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npc_combinedropship 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.

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Combine Dropship - click to enlarge.

The dropship is capable of carrying a container which can deploy NPCs, as well as many other objects. It has special commands specifically for Striders and APCs.

Tip.pngTip:A dropship's landing point doesn't have to be close to its last path_track. The dropship will b-line to the landing point, adjusting for landing along the way.
Icon-Bug.pngBug:In any engine after the Orange Box (including console ports such as Xbox 360 and PlayStation 3), and by default, on the Source 2013 SDK, and before the Steam Deck Update for Half-Life 2 Half-Life 2 and Portal Portal, the dropship's container gun no longer rotates. There are ways to hack the original functionality with a func_tank, but this does not perfectly emulate the original behavior. This should be accounted for in level design to prevent spawn camping. A proper programming fix for it can be found here: Fixing the Dropship gun. The issues can be seen here: YouTube logo YouTube
Note.pngNote:Some keyvalues, flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.

Dedicated Console Variables

g_debug_dropship <choices>
Draws boxes for debugging certain events.
  • 0: Disabled
  • 1: Takeoff?
  • 2: Landing?
sk_dropship_container_health <int>
Health of the dropship's container. It explodes when it drops to 0
sk_npc_dmg_dropship <int>
Dropship container cannon damage.

Keyvalues


BaseHelicopter:
Initial Speed <string>
The speed that the entity should try to reach as soon as it spawns.
Target path_track <targetname>
The name of a path_track that this NPC will fly to after spawning.
BaseNPC keyvalues
Relationship (???) <string> !FGD
Changes whether this NPC likes or dislikes certain others. Used like the ai_relationship entity, with this NPC as the subject. Format: <string|targetname or classname> <string|disposition> <int|rank>.
Values for disposition are:
  • D_HT: Hate
  • D_FR: Fear
  • D_LI: Like
  • D_NU: Neutral
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.
Physics Impact Damage Scale (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:

Damage Filter (damagefilter) <targetname>
Name of the filter_damage_type entity that controls which entities can damage us.


LandTarget (???) <targetname>
Land target name.


GunRange (???) <float>
If the dropship's carrying a crate with a gun on it, it'll only shoot targets within this range.


NPCTemplate (???) <targetname>
Name of Template NPC 1.


NPCTemplate (2-6) (???) <targetname>
Name of Template NPC (2-6).


Dustoff(1-6) (???) <targetname>
Name of dustoff point for NPC (1-6).


APCVehicleName (???) <targetname>
Name of the APC to drop.


Invulnerable (???) <boolean>
Sets if the entity can be destroyed.


CrateType (???) <choices>
Sets the vehicle/crate type and its contains.
Literal Value Description
-3 Jeep (No crate)
-2 APC (No crate)
-1 Strider (No crate)
0 Roller Hopper
1 Soldier Crate
2 None


Rollermine Template (???) <targetname>
If this dropship drops any rollermines due to the 'DropMines' input being fired, it will use this template for the rollermines it creates. If left blank, ordinary rollermines will be dropped.

Flags

1 : Wait Till Seen

  • 2 : Gag (No IDLE sounds until angry)
  • 4 : Fall to ground (unchecked means *teleport* to ground)
  • 8 : Drop Healthkit
  • 16 : Efficient - Don't acquire enemies or avoid obstacles
  • 32 : No Rotorwash
  • 64 : Await Input
  • 128 : Wait For Script
  • 256 : Long Visibility/Shoot
  • 512 : Fade Corpse
  • 1024 : Think outside PVS
  • 2048 : Template NPC (used by npc_maker, will not spawn)
  • 4096 : Do Alternate collision for this NPC (player avoidance)
  • 8192 : Don't drop weapons
  • 32768 : Wait for input before dropoff

Inputs


BaseHelicopter:
MoveTopSpeed
The helicopter will immediately move at top speed toward its current goal, or in its current orientation if it's on top of its goal.
ChangePathCorner <targetname>
Tell the helicopter to move to a path corner on a new path.
SelfDestruct
Self Destruct.
Warning.pngWarning:Using this input on a npc_helicopter that's waiting for Activate input causes game to crash!
Activate
Activate. Use to wake up a helicopter that spawned with the 'Await Input' spawnflag on.
SetTrack <targetname>
Set a track for the helicopter to adhere to. The helicopter will do nothing if it's on the same path, and will move to the closest point on the specified track if it's on a different path.
FlyToSpecificTrackViaPath <targetname>
The helicopter will first fly to the closest point on the path if it's on a different path. Then it'll fly along the path to the specified track point.
FlyToPathTrack <targetname>
The helicopter will fly to the given path_track.
StartPatrol
Start patrolling back and forth along the current track.
StopPatrol
Stop patrolling back and forth along the track. This will cause the helicopter to come to rest at the track which he's currently flying toward.
ChooseFarthestPathPoint
When tracking an enemy, choose the point on the path furthest from the enemy, but still in firing range.
ChooseNearestPathPoint
When tracking an enemy, choose the point on the path nearest from the enemy.
StartBreakableMovement
The helicopter is now allowed to disobey direct commands to go to particular points if it senses an enemy. It will move to the closest point (or farthest point, if ChooseFarthestPathPoint is used), on the path if it senses an enemy.
StopBreakableMovement
The helicopter can no longer disobey direct commands. It will continue to fly along it's patrol path or to it's specified target even if it senses an enemy.
BaseNPC inputs
AddHealth <integer> (in all games since Half-Life 2: Episode Two)
RemoveHealth <integer> (in all games since Half-Life 2: Episode Two)
Add to or remove from the NPC's health.
SetHealth <integer>
Set the NPC's health.
Break
Smash into pieces. If this is not possible, disappear.
BecomeRagdoll  (in all games since Half-Life 2: Episode Two)
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 Half-Life 2: Episode One)
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 Half-Life 2: Episode One)
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 Half-Life 2: Episode One)
UnholsterWeapon  (in all games since Half-Life 2: Episode One)
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 Half-Life 2: Episode One)
Same as HolsterWeapon, except the weapon is destroyed once it has been concealed.
IgnoreDangerSounds <float>
Ignore danger sounds for the specified number of seconds.
physdamagescale <float>
Scales the damage taken when this character is hit by a physics object. 0 means this feature is disabled for backwards compatibility.
SetBodyGroup <integer>
HACK: Sets this NPC's body group (from 0–n).
SetMaxLookDistance <float> (only in Garry's Mod)
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.

DamageFilter:

SetDamageFilter <string>
Sets the entity to use as damage filter. Pass in an empty string (no parameter) to clear the damage filter.


LandLeaveCrate <integer>
Land, drop soldiers, and leave the crate behind. Specify the number of troops to drop off in the parameter.


LandTakeCrate <integer>
Land, drop soldiers, but don't leave the crate behind. Specify the number of troops to drop off in the parameter.


DropMines <integer>
Drop Rollermines. Specify the number of mines to drop in the parameter.


DropStrider
Drop the Strider you're carrying. Now.


DropAPC
Drop the APC you're carrying. Now.


Pickup <targetname>
Pickup an entity.
Tip.pngTip:this works best on prop_physics


SetLandTarget <targetname>
Set my land target name.


SetGunRange <float>
Set my crate gun's range.


EnableRotorSound
Turns on rotor sounds.


DisableRotorSound
Turns off rotor sounds.


StopWaitingForDropoff
Stop waiting for the dropoff. Dropoff as soon as possible.

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."
Blank image.pngTodo: 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.


OnFinishedDropoff
Fires when the dropship has finished a dropoff.


OnFinishedPickup
Fires when the dropship has finished a pickup.


OnCrateShotDownBeforeDropoff <float>
Fires when the container was shot down before it dropped off soldiers. The parameter contains the number of soldiers that weren't successfully dropped off.


OnCrateShotDownAfterDropoff <float>
Fires when the container was shot down after it dropped off soldiers.