npc_alien_slave
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AltNames: This entity is also tied to
npc_alien_slave
is a point entity available in Black Mesa.

npc_xorteb
and npc_vortigaunt
. All three entities have identical Inputs, Outputs, Keyvalues and Flags. bms.fgd has inaccurate information about npc_alien_slave. npc_alien_slave is the most used vortigaunt entity in the game, npc_xorteb is used much more sparingly.
Similar entities: npc_xort, npc_alien_slave_dummy
Console variables
npc_alien_slave
Todo: Add convars
npc_xorteb
Todo: Add convars
Flags
BaseNPC flags
Note:This flag is disabled in
episodic for player companions, because the
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.



StartScripting
input does this.Don't drop weapons : [8192]
Ignore player push : [16384] (in all games since )
- Entity won't give way to player.
Keyvalues
- Name (targetname) <string>
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- PlayTeleportAnimOnSpawn (bPlayTeleportAnimOnSpawn) <boolean>
- Play teleport animation when spawned.
- bDisableSpells (bDisableSpells) <boolean>
- Disable spells (ranged attacks), forcing Vortigaunt to only use melee attacks.
- CanUseFearNodes (CanUseFearNodes) <boolean>
- CanUseHealingNodes (CanUseHealingNodes) <boolean>
- HealNodesGroupName (HealNodesGroupName) <string>
- Node Group name to be used while searching for Heal nodes
- FearNodesGroupName (FearNodesGroupName) <string>
- Node Group name to be used while searching for fear nodes
- AlertCallRadius (m_fAlertCallRadius) <choices>
- -1:ConvarValue 0:Disabled 1:Enabled
- AlertCallEveryone (m_nAlertCallEveryone) <choices>
- -1:ConvarValue 0:Disabled 1:Enabled
- DamageCallRadius (m_fDamageCallRadius) <choices>
- -1:ConvarValue 0:Disabled 1:Enabled
- DamageCallAllXortsInARadiusEnabled (m_nDamageCallEveryone) <choices>
- -1:ConvarValue 0:Disabled 1:Enabled
- FearLevels (m_nFearLevel) <choices>
- -2: Brave To THE MAX
- -1: Brave Level 1
- 0: Normal
- 1: Afraid Level 1
- 2: Afraid To THE MAX
- Xort Internal State (XortState) <choices>
- 0: Neutral
- 1: Evil
- 2: Evil Possessed
CBaseCombatCharacter:
CAI_BaseNPC:
DamageFilter:
|
Inputs
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
: HateD_FR
: FearD_LI
: LikeD_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:
- XortEnableHealing
- XortDisableHealing
- StartScriptedFearSchedule <boolean>
- Activate scripted Fear behaviour. They will try to run to fear nodes. If that fails they will just try to run away or run to cover.
- InduceAfraidFromControllers
- InputAddFearPoints <integer>
- Add/Subtract Fear Points to change fear level
Outputs
|