npc_alien_slave
		
		
		
		
		
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AltNames: This entity is also tied to 
		
	
npc_alien_slave  is a   model 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 
- 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 
6,000units 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]
 
- Don't drop weapons : [8192]
 
- Ignore player push : [16384] (in all games since 
) - Entity won't give way to player.
 
Keyvalues
- Name (targetname) <string>[ Edit ]
 - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. 
parentnameortarget).
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 
dispositionare: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
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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