npc_antlion

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Antlion.jpg
Antlion worker, available in Episode Two. Use the Worker Type flag to spawn.

npc_antlion 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. It is a weak NPC that can burrow, and "fly" by jumping. The player can command them, provided that the antlion_allied global state is set and weapon_bugbait is equipped, otherwise they are hostile. In order for the player to be able to use the weapon_bugbait to call the antlions back, the "Follow target" key value on a npc_antlion_template_maker must be set to "!player". Their most common role in level design is that of cannon fodder. Antlions are blind, and navigate entirely by sound and smell. They can navigate by jumping and use the HULL_MEDIUM hull for navigation; this can sometimes make them hard to use.

Episode Two's acid-spitting Antlion Workers can be spawned by setting the "Worker Type" flag.

Tip.pngTip:To repel Antlions from a chosen place, use prop_thumper or ai_sound.
Tip.pngTip:Use npc_antlion_template_maker to efficiently monitor and respawn antlions on a continuous basis.
Note.pngNote:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.

Dedicated Console Variables

sk_antlion_health <int>
Antlion spawn health. Default: 30
sk_antlion_jump_damage <int>
Default: 5
sk_antlion_swipe_damage <int>
Default: 5
sk_antlion_air_attack_dmg <int>
Default: 10
g_debug_antlion <int>
Debug visualization.

Keyvalues

Start Burrowed ([todo internal name (i)]) <boolean>
If you want your antlion to start under the ground and dig up when you want.
Alert Radius ([todo internal name (i)]) <float>
Keep in mind that Antlions rely on sound, not sight.
Distance until eluded ([todo internal name (i)]) <integer>
Only available when "Burrow When Eluded" is flagged
Ignore Bugbait ([todo internal name (i)]) <boolean>
Useful for scripted sequences, in which player interference is undesirable.
Suppress unburrow effects ([todo internal name (i)]) <boolean>
Do not draw dust effects when unburrowing.
([todo internal name (i)]) <skin> !FGD
Affects regular Antlions' carapace colour. Same as a prop entity's Skin KV.
BaseNPC keyvalues

CBaseCombatCharacter:

Relationship (Relationship) <string> !FGD
<string|targetname or classname> <string|disposition> <int|rank>
Changes whether this entity likes or dislikes certain other things. Used like the ai_relationship entity, with this entity as the subject.
Values for disposition are:
  • D_HT: Hate
  • D_FR: Fear
  • D_LI: Like
  • D_NU: Neutral
Physics Impact Damage Scale (physdamagescale) <float>
Multiplier for damage amount when this entity is hit by a physics object. With a value of 0 the entity will take no damage from physics.

CAI_BaseNPC:

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.

DamageFilter:

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

Flags

BaseNPC flags 

Burrow when eluded : [65535]
Use Ground Checks : [131072]
Worker Type : [262144] (in all games since Half-Life 2: Episode Two)

Set this flag to spawn acid-spitting Antlion Workers instead of regular antlions.

Inputs

Unburrow, Burrow
Burrow from or into the ground.
BurrowAway
Burrow and remove yourself.
FightToPosition <targetname>
Try to reach the given entity.
StopFightToPosition
Stop trying to reach an entity.
EnableJump, DisableJump
Allow/disallow jumping unless absolutely needed for navigation.
IgnoreBugbait, HearBugbait
Whether to respond to weapon_bugbait.
JumpAtTarget <targetname> !FGD
The antlion will attempt to jump through or at the target.
BaseNPC inputs 

Outputs

OnReachedFightGoal
Fires when the antlion reaches his specified fight-to location.
OnUnBurrowed
Fires when the antlion unburrows.
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.

See also