For the lore character, see
Advisor.
npc_advisor
is a point entity available in Half-Life 2: Episode Two. It's the sluggy, evil, worm like things that are known as Combine Advisors. They are capable of using telekinesis to levitate multiple objects and throw them at the player, inflicting damage. Objects are first "staged" by being flung to one of several pre-determined positions, then flung at the player one at a time, or all at once.
Bugs
This NPC does not load the advisor model by default - it must be specified by keyvalue! Without a model, a null-pointer exception is thrown. This can be fixed by editing npc_advisor.cpp
.
- On line 376, replace
SetModel( STRING( GetModelName() ) );
with SetModel( "models\advisor.mdl" );
- On line 1554, replace
PrecacheModel( STRING( GetModelName() ) );
with PrecacheModel( "models\advisor.mdl" );
Also, advisors will not attack the player, or levitate props unless you set NPC_ADVISOR_HAS_BEHAVIOR
in npc_advisor_shared.h
.
Dedicated Console Variables
- advisor_use_impact_table <int>
- If true, advisor will use her custom impact damage table.
Todo: What does that mean?
- thumper_show_radius <int>
- Description mentions advisors, but all it seems to do is show the effect zone of
prop_thumper
s.
- sk_advisor_health <int>
- Defines an Advisor's Spawn Health (Default: 1000).
- advisor_throw_velocity <int>
Todo: No longer available?
- Speed at which advisor throws objects (Default: 1100).
- advisor_throw_rate <int>
Todo: No longer available?
- How often "staged" objects are thrown at the player, in seconds (Default: 4).
- advisor_throw_warn_time <int>
Todo: No longer available?
- Warns the player this number of seconds before throwing object (Default: 1).
Keyvalues
- Levitation area
<targetname>
- Trigger volume inside which levitated objects reside.
- Levitation goal bottom
<targetname>
- Objects will levitate at least as high as this entity.
- Levitation goal bottom
<targetname>
- Objects will not levitate any higher than this entity.
- Staging Position Names
<targetname>
- The "staging" positions that entities must move to before being thrown. Should be at least as many as are set in the "SetStagingNum".
- Priority name for grabbing
<string>
- If any entities named this are present, the advisor will preferentially pick them up for throwing at the player.
BaseNPC keyvalues
- Relationship
(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.
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Flags
BaseNPC flags
- [
1 ] : Wait Till Seen Prevents this NPC from seeing (or being seen) until it enters a player's viewcone.
- [
2 ] : Gag Won't make IDLE sounds until it's angry.
- [
4 ] : Fall to ground (unchecked means teleport to ground)
- [
8 ] : Drop Healthkit Causes this NPC to drop an item_healthvial upon dying.
- [
16 ] : Efficient Don't acquire enemies or avoid obstacles
- [
128 ] : Wait For Script Forces this NPC to "wait" in an idle state until it finishes playing a scripted_sequence .
- [
256 ] : Long Visibility/Shoot By default, increases a NPC's sight range to 6,000 units and allows it to attack from anywhere within that distance.
- [
512 ] : Fade Corpse
- [
1024 ] : Think outside PVS Allows this NPC to run its regular AI outside of any player's PVS.
- [
2048 ] : Template NPC 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 .
- [
4096 ] : Do Alternate collision for this NPC (player avoidance)Note:This flag is disabled in episodic for player companions, because the StartScripting input does this.
- [
8192 ] : Don't drop weapons
- [
16384 ] : Ignore player push (in all games since ) Entity won't give way to player.
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Inputs
SetThrowRate <float>
- Sets speed at which Advisor throws objects.
SetStagingNum <int>
- Sets the number of objects that an Advisor can "stage" at a time.
WrenchImmediate
- Immediately flings a levitated object at the player, skipping the "staging" stage.
PinPlayer
- Not functional.
BeamOnr
BeamOff
- Enables/Disables beam effect between Advisor and active prop.
ElightOn
ElightOff
- Enables/Disables Advisor's Elight.
BaseNPC inputs
AddHealth <integer> (in all games since )
RemoveHealth <integer> (in all games since )
- 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 )
- 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.
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 )
- 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.
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Outputs
OnPickingThrowable
- Fired when Advisor begins to "stage" a throwable.
OnThrowWarn
- Fired right before Advisor warns player of a throw
OnThrow
- Fired when Advisor throws a throwable
OnHealthIsNow
- Fired once every frame with Advisor's current health.
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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See also