npc_antlion_template_maker
npc_antlion_template_maker
is a point entity available in the Half-Life 2 series.
Entity description
Seeing as antlions were frequently used as cannon fodder in Half-Life 2, especially within Nova Prospekt, this entity is used to efficiently monitor and respawn antlions on a continuous basis. It has similar functionality to a npc_maker.
Keyvalues
BaseNPCMaker:
- Num. of NPCs
(MaxNPCCount)
<integer> - Number of NPCs that will spawn before this spawner is exhausted.
- Frequency
(SpawnFrequency)
<string> - How often (in seconds) a new NPC will be spawned. If set to -1, a new NPC will be made when the last NPC dies.
- Max Live NPCs
(MaxLiveChildren)
<integer> - Maximum number of live children allowed at any one time (new ones will not be made until one dies). If set to -1, no limit is applied.
Targetname:
- Name
(targetname)
<string> - The targetname that other entities refer to this entity by.
Angles:
- Pitch Yaw Roll (Y Z X)
(angles)
<angle> - This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
EnableDisable:
- Start Disabled
(StartDisabled)
<boolean> - Stay dormant until activated (with the
Enable
input).
- Template Name <targetname>
- Name of template NPC.
- Spawn on Hint Group <string>
- If specified, children will spawn on a hint node from this group, nearest the target.
- Spawn Radius <float>
- Target must be within this distance of any node in the hint group specified above. If the target is outside the radius, no NPC will spawn.
- Spawn Target <targetname>
- Targetname of the entity to try and spawn near.
Note:This field is only used if "Spawn close to target" spawnflag is set.
- Fight Target <targetname>
- Targetname of an entity used as a goal for the children to fight to.
- Follow Target <targetname>
- Targetname of an entity used as a goal for the children to follow.
- Vehicle Spawn Distance <float>
- This is a modifier of the current spawn distance. Spawn distance on a vehicle is based on speed, so this is just a modifier for it.
- Pool Start <integer>
- Number of antlions in the pool at map start.
- Pool max <integer>
- Maximum number of antlions allowed in the pool. If 0, pool behavior is turned off.
- Pool Regen amount <integer>
- This is the number of antlions added to the pool every time it regenerates.
- Pool Regen time <float>
- Time interval between pool regeneration ticks.
- Create spores <boolean>
- Create Spore effect.
Flags
BaseNPCMaker:
- 1024 : Random spawn node
- 2048 : Try to spawn close to the current target
- 4096 : Pick a random fight target
- 8192 : Try to play blocked effects near the player
Inputs
BaseNPCMaker:
Spawn
- Spawns an NPC.
Toggle
- Toggles the spawner enabled/disabled state.
Enable
- Enables the spawner.
Disable
- Disables the spawner.
AddMaxChildren
<integer>- Adds to the number of NPCs that can spawn before the spawner is exhausted. If an exhausted spawner is given some children to spawn, it still wont begin spawning until it is re-enabled with the
Enable
input.
SetMaxChildren
<integer>- Sets the number of NPCs that can spawn before the spawner is exhausted. If an exhausted spawner is given some children to spawn, it still won't begin spawning until it is re-enabled with the
Enable
input.
SetMaxLiveChildren
<integer>- Sets the maximum number of NPCs that can be alive at any one time from this spawner.
SetSpawnFrequency
<float>- Sets how often (in seconds) a new NPC will be spawned.
Base:
AddContext
<string>- Adds to the entity's list of response contexts. See Context.
AddOutput
<string>- Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
|
ClearContext
- Removes all contexts from this entity's list.
ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1
toFireUser4
- Fires the respective
OnUser
outputs; see User Inputs and Outputs.
Kill
- Removes this entity and any entities parented to it from the world.
KillHierarchy
- Functions the same as
Kill
, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKill
input.
RemoveContext
<string>- Remove a context from this entity's list. The name should match the key of an existing context.
SetParent
<string>- Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment
<string>- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset
<string>- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
DispatchResponse
<string> !FGD- Dispatches a response to the entity. See Response and Concept.
DispatchEffect
<string> (removed since) !FGD
- Dispatches a special effect from the entity's origin; see also List of Client Effects. Replaced by the particle system since
.
RunScriptFile
<script> (in all games since) (also in
)
- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode
<string> (in all games since) (also in
)
- Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug:In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.
Fix:Remove the string argument manually with a text editor.
CallScriptFunction
<string> (in all games since) (also in
) !FGD
- Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope
(only in) !FGD
- Destroys the script scope of the receving entity.
SetLocalOrigin
<coordinates> (in all games since) !FGD
- Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
EnableDisable:
Enable
Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
SetFightTarget
<targetname>- Sets the target entity for children to fight to.
ClearFightTarget
- Clears the fight target goal for this spawner.
SetFollowTarget
<targetname>- Sets the target entity for children to follow.
ClearFollowTarget
- Clears the follow target goal for this spawner.
SetSpawnRadius
<float>
AddToPool
<integer>- Add the number of antlions specified in the parameter to the pool.
SetMaxPool
<integer>- Set the maximum number of antlions allowed in the pool at any time. Setting it to 0 turns off the pool behavior.
SetPoolRegenAmount
<integer>- Set the number of antlions added to the pool every time it regenerates.
SetPoolRegenTime
<float>- Set the time interval between pool regeneration ticks.
ChangeDestinationGroup
<string>- Change the spawn group for this spawner.
Outputs
BaseNPCMaker:
OnSpawnNPC
<string>- Fired when an NPC is spawned. The activator is the NPC, and the string is the name of the NPC.
OnAllSpawned
- Fired when the spawned is exhausted (all children have been spawned).
OnAllSpawnedDead
- Fired when the spawner is exhausted (all children have been spawned) and all spawned children have died.
OnAllLiveChildrenDead
- Fired when all spawned children have died. This does not mean the spawned is exhausted, so a new child may be spawned any time after this (unless the maker is disabled).
Targetname:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.
OnAllBlocked
- Fires when all the hint nodes are blocked.