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npc_combine_s

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npc_combine_s is a npc 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.


Npc combine s.png

They are the grunts of the Combine Overwatch, serving as the main "soldier" enemies in the game and a successor to monster_human_grunt from Half-Life Half-Life. They are stronger and more capable than their npc_metropolice counterparts. Soldiers are designed to use Pulse-Rifles, SMGs, Shotguns, and frag grenades.

Their AI uses Blitzkrieg-style tactics. They will advance rapidly to flank, throw grenades to flush the player out, ignore attacks and suppress, or charge ahead to force an enemy back. In squads, they coordinate their actions and take turns attacking an opponent.

PlacementTip.gifPlacement Tip:Only two soldiers in a squad can attack at a time, so big squads may be highly ineffective. Use them wisely.

A variant of npc_combine_s, the Combine Elite, has more health and can use the AR2's secondary firing ability. Another variant, the Nova Prospekt Soldier, is purely visual and has no additional effects.

As of The Orange Box The Orange Box, Combine soldiers with shotguns are automatically given a different skin. Regular soldiers become dark orange and the eyes of Nova Prospekt soldiers turn red. Elites are not affected, due to not normally having shotguns.

In Half-Life 2 Half-Life 2, Combine soldiers serve as the Combine's transhuman military force, a step up from the unmodified Civil Protection. Nova Prospekt soldiers completely replace regular soldiers in the Nova Prospekt chapters and Elite soldiers appear sparingly, only being introduced at the end of Nova Prospekt and appearing either among regular soldiers or in squads of their own. In Half-Life 2: Episode Two Half-Life 2: Episode Two, all soldiers have dirt on their uniforms, suggesting they've marched a long way from City 17.

Icon-Bug.pngBug:If an elite with grenades is carrying a weapon other than the AR2, they will occasionally try to fire an energy ball at their enemy. The charging sound effect will play, but nothing will fire.  [todo tested in?]
Confirm:Throwing too many grenades can crash the game
In code, it is represented by theCNPC_CombineSclass, defined in thenpc_combines.hfile.
Note.pngNote:In Mapbase Mapbase, this NPC has been modified with new animations and weapon support
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

Cvar/CommandParameters or default valueDescriptorEffect
sk_combine_s_health50health amountA regular/Nova Prospekt soldier's spawn health.
sk_combine_s_kick10damage amountA regular/Nova Prospekt soldier's melee damage.
combine_spawn_health1arbitrary numberMakes Combine soldiers occasionally drop an item_healthvial when the player's health is low.
Note.pngNote:This also controls whether soldiers drop grenades and AR2 alt-fire ammo.
sk_combine_guard_health70health amountA Combine Elite soldier's spawn health.
sk_combine_guard_kick15damage amountA Combine Elite soldier's melee damage.
combine_guard_spawn_health1arbitrary numberWhile it would appear to be a version of combine_spawn_health for Elite soldiers specifically, this does not have any use in code.

Keyvalues

Model (model) <choices>
Sets the model of the NPC. Options are:
  • models/combine_soldier.mdl: Regular Soldier
  • models/combine_soldier_prisonguard.mdl: Nova Prospekt Soldier
  • models/combine_super_soldier.mdl: Elite Soldier
Tip.pngTip:This value can be overridden with any model path.
Tactical Variant (tacticalvariant) <choices>
Options are:
  • Normal Tactics
  • Pressure the enemy (Keep advancing)
  • Pressure until within 30ft, then normal
Walk Easy (usemarch) <boolean>
When true, will use a variety of more casual walking animations instead of the standard walk. For use in crowds.
Note.pngNote:This animation only has a north component. For use under very special circumstances only.
BaseCombine:
Weapons (additionalequipment) <choices>
What weapon this Combine NPC should spawn with. Choices are:
  • AR2
    Tip.pngTip: Soldiers are more accurate with an AR2 in Episode One and Episode Two than in Half-Life 2.
  • Shotgun
  • SMG1
  • Stun Stick (does not work on Soldiers)
  • Nothing
Tip.pngTip: You can use any weapon, not just the ones listed; though they may not work properly.
Number of Grenades (NumGrenades) <choices>
How many grenades this NPC can throw (0-5 or infinite). NPCs do not normally pick up replacement grenades.
Tip.pngTip: You are not limited to the number of grenades listed, you can add in any number of grenades in the key field like 10 or 20.
RappelNPC:
Waiting to Rappel? (waitingtorappel) <boolean>
If yes, this NPC spawns suspended in air and awaits a BeginRappel input. It will then spawn a zipline and slide down. When it hits the ground, NPC will cut away the line and try to move forward a few feet to make room for the next NPC. The NPC will not attempt to clear its landing space if it cannot do so by taking a few steps forward.
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.

Outputs

RappelNPC:
OnRappelTouchdown
Fires when done rappelling.
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.

Inputs

Assault <targetname>
Starts an assault at the specified rally point.
BaseCombine:
LookOn
See normally.
LookOff
Don't see for myself, use other squad member's eyes.
StartPatrolling
Patrol whenever I'm idle or alert.
StopPatrolling
Stop patrolling when I'm idle or alert.
ThrowGrenadeAtTarget <targetname>
Throw a grenade at the specified target.
ThrowTeleportGrenadeAtTarget <targetname> (in all games since Alien Swarm)
Icon-Bug.pngBug:Not implemented - attempting to compile will result in an unresolved external error. Most likely something from Episode Three.  [todo tested in?]
RappelNPC:
BeginRappel
Start rappelling now.
BaseNPC inputs

CAI_BaseNPC:

ActivateSpeedModifier  !FGD
DisableSpeedModifier  !FGD
Break
Smash into pieces. If this is not possible, disappear.
BecomeRagdoll  (in all games since Half-Life 2: Episode Two)
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 Half-Life 2: Episode One)
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 Half-Life 2: Episode One)
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 Half-Life 2: Episode One)
UnholsterWeapon  (in all games since Half-Life 2: Episode One)
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 Half-Life 2: Episode One)
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 Garry's Mod)
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: Hate
  • D_FR: Fear
  • D_LI: Like
  • D_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:

SetDamageFilter <string>
Sets the entity to use as damage filter. Pass in an empty string (no parameter) to clear the damage filter.

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 6,000 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]
Note.pngNote:This flag is disabled in Half-Life 2: Episode One Half-Life 2: Episode Two episodic for player companions, because the StartScripting input does this.

Don't drop weapons : [8192]
Ignore player push : [16384] (in all games since Source 2006)

Entity won't give way to player.

Start LookOff : [65536]

Don't drop grenades : [131072]

Icon-Bug.pngBug:If a Combine soldier dies in the middle of throwing a grenade, they will drop the grenade, regardless of whether or not this flag is set  [todo tested in?]

Don't drop ar2 alt fire (elite only) : [262144] (in all games since Half-Life 2: Episode One)

See also