npc_barney
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Note:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.
npc_barney
is a model entity available in Half-Life 2 series.
Barney Calhoun, a former security guard at Black Mesa. He owes Gordon a beer.

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
- Weapons ([todo internal name (i)]) <choices>
- Allows any weapon.
- Pick one that is made to function for NPCs
Literal Value Description weapon_pistol Pistol weapon_smg1 SMG1 weapon_stunstick Stun Stick weapon_ar2 AR2 0 Nothing
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:
- 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.
Flags
ExpandBaseNPC flags
Inputs
- SetReadinessLow
- Set readiness to calmest state (Bored).
- SetReadinessMedium
- Set readiness to moderate (Alert).
- SetReadinessHigh
- Set readiness to highest (Combat imminent.)
- LockReadiness <float >
- SetExpressionOverride <string >
- Set facial expression override.
- SetReadinessPanic
- Set readiness to panic state (Special).
PlayerCompanion:
- OutsideTransition (in all games since
)
- Use this input to teleport the NPC to a hint node with the "Player Squad Transition Point" hint type.
- EnableAlwaysTransition (in all games since
)
- DisableAlwaysTransition (in all games since
)
- If enabled, this NPC will always teleport to a Player Squad Transition Point even if they're not within the trigger_transition.
- MakeGameEndAlly (in all games since
)
- MakeRegularAlly (in all games since
)
- Determines whether the game should end if this character dies.
- EnableWeaponPickup (in all games since
)
- DisableWeaponPickup (in all games since
)
- Enables/disables weapon pickup.
TalkNPC:
- SpeakResponseConcept <string > (in all games since
)
- Speak the specified response concept immediately.
ExpandBaseNPC inputs
Outputs
- OnPlayerUse
- Fires when a player +USEs Barney.
PlayerCompanion:
- OnWeaponPickup
- Fires when this NPC picks a weapon off the ground or a gun rack.
Dedicated Console Variables
- sk_barney_health <integer>
- Barney's spawn health.