npc_alyx
npc_alyx
is a model entity available in Half-Life 2 series.
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CNPC_Alyx |
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Alyx Vance is the deuteragonist of Half-Life 2 and its episodes, serving as Gordon's companion and Eli's beloved daughter. She is considered a vital ally and therefore will regenerate health overtime. She is one of the few NPCs that have weapon holster/unholster animations and the ability to use the Alyxgun. Her original Half-Life 2 appearance features few special abilities beyond her weapon, but in
Half-Life 2: Episode One and
Half-Life 2: Episode Two, she's literally a completely different NPC. She has more comments, can count enemies, can protect herself when she isn't being mobbed, and can perform Dynamic interactions. Use ai_goal_follow to get Alyx to follow the player.

Keyvalues
- Name (targetname) <string> [ Edit ]
- 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
- World Model (model) <model path>[ Edit ]
- In-game 3D representation of the entity to display. This is the path to a MDL relative to the game's root directory. (128 character limit)
- If no model specified this defaults to
models/alyx.mdl
PlayerCompanion:
- Always transition (AlwaysTransition) <boolean> (in all games since
)
- 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
)
- 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
)
- 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.
CBaseCombatCharacter:
CAI_BaseNPC:
DamageFilter:
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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
6,000
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.
- 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.
Inputs
- AllowInteraction (in all games since
)
- Allow Alyx's 'hacking' AI to run.
- DisallowInteraction
- Disallow Alyx's 'hacking' AI.
- AllowDarknessSpeech <boolean > (in all games since
)
- Enables or disables Alyx's darkness speech ('where are you', etc).
- EnterVehicle <targetname > (in all games since
)
- Make Alyx enter the vehicle specified by name.
- ExitVehicle (in all games since
)
- Make Alyx exit the vehicle she's in.
- SetReadinessLow (in all games since
)
- Set readiness to calmest state (Bored)
- SetReadinessMedium (in all games since
)
- Set readiness to moderate (Alert)
- SetReadinessHigh< (in all games since
)
- Set readiness to highest. (Combat imminent)
- SetReadinessPanic (in all games since
)
- Set readiness to panic state (Special)
PlayerCompanion:
|
TalkNPC:
- SpeakResponseConcept <string > (in all games since
)
- Speak the specified response concept immediately.
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:
Outputs
- OnFinishInteractWithObject
- Fires when Alyx finishes interacting with an object (usually hacking it).
- OnPlayerUse
- Fires when a player +USEs Alyx.
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