npc_combinedropship
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Tip:A dropship's landing point doesn't have to be close to its last path_track. The dropship will b-line to the landing point, adjusting for landing along the way.
Bug:In any engine after Orange Box branch (including Source SDK Base 2007), and by default, on the Source SDK Base 2013, the dropship's container gun no longer rotates. This issue affects Xbox 360 and PlayStation 3 (The Orange Box), and on PC in 2007 (
) - 2010 (
and
, when it was upgraded to
).
There are ways to hack the original functionality with a func_tank, but this does not perfectly emulate the original behavior. This should be accounted for in level design to prevent spawn camping. A proper programming fix for it can be found here: Fixing the Dropship gun. The issues can be seen here:
YouTube
While this bug has been fixed in
Half-Life 2 and
Garry's Mod and
Portal after Steam Deck update, most Source mods (especially older one, or mods that doesn't use Mapbase) does not include this fix. (tested in:
(
and
, runs on
),
(
, PC 2010 update),
SDK,
(Steam Deck & 20th Anniversary))
Bug:If your Half-Life 2 mod uses
Team Fortress 2 branch, Dropship with strider crate type will crashes the game when spawned.
Note:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.
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CNPC_CombineDropship |
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npc_combinedropship
is a model entity available in Half-Life 2 series.
- This is a flying NPC that uses info_node_air, info_node_air_hint or path_tracks for AI navigation.
The dropship is capable of carrying a container which can deploy NPCs, as well as many other objects. It has special commands specifically for Striders and APCs.






There are ways to hack the original functionality with a func_tank, but this does not perfectly emulate the original behavior. This should be accounted for in level design to prevent spawn camping. A proper programming fix for it can be found here: Fixing the Dropship gun. The issues can be seen here:

While this bug has been fixed in














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
- Land target name (LandTarget) <targetname>
- Land target name.
- Crate Gun Range (GunRange) <float>
- If the dropship's carrying a crate with a gun on it, it'll only shoot targets within this range.
- Name of Template NPC 1. (NPCTemplate) <targetname>
- Name of Template NPC (2-6) (NPCTemplate(2-6)) <targetname>
- Name of dustoff point for NPC (1-6) (Dustoff(1-6)) <targetname>
- Name of the APC to drop (APCVehicleName) <targetname>
- Invulnerable (Invulnerable) <boolean>
- Sets if the entity can be destroyed.
- Crate Type (CrateType) <choices>
- Sets the vehicle/crate type and its contains.
Literal Value | Description |
---|---|
-3 | Jeep (No crate) |
-2 | APC (No crate) |
-1 | Strider (No crate) |
0 | Roller Hopper |
1 | Soldier Crate |
2 | None |
- Name of Rollermine Template (RollermineTemplate) <targetname>
- If this dropship drops any rollermines due to the 'DropMines' input being fired, it will use this template for the rollermines it creates. If left blank, ordinary rollermines will be dropped.
BaseHelicopter:
- Initial Speed (InitialSpeed) <string>
- The speed that the entity should try to reach as soon as it spawns
- Target path_track (target) <targetname>
- The name of a path_track that this NPC will fly to after spawning.
Flags
- Wait for input before dropoff : [32768]
- Wait Till Seen : [1]
- Gag (No IDLE sounds until angry) : [2]
- Fall to ground (unchecked means *teleport* to ground) : [4]
- Drop Healthkit : [8]
- Efficient - Don't acquire enemies or avoid obstacles : [16]
- No Rotorwash : [32]
- Await Input : [64]
- Wait For Script : [128]
- Long Visibility/Shoot : [256]
- Fade Corpse : [512]
- Think outside PVS : [1024]
- Template NPC (used by npc_maker, will not spawn) : [2048]
- Do Alternate collision for this NPC (player avoidance) : [4096]
- Don't drop weapons : [8192]
Inputs
- LandLeaveCrate <integer >
- Land, drop soldiers, and leave the crate behind. Specify the number of troops to drop off in the parameter.
- LandTakeCrate <integer >
- Land, drop soldiers, but don't leave the crate behind. Specify the number of troops to drop off in the parameter.
- SetLandTarget <targetname >
- Set my land target name.
- DropMines <integer >
- Drop Rollermines. Specify the number of mines to drop in the parameter.
- DropStrider
- Drop the Strider you're carrying. Now.
- DropAPC
- Drop the APC you're carrying. Now.
- Pickup <targetname >
- Pickup an entity.
Tip:this works best on prop_physics
- SetGunRange <float >
- Set my crate gun's range.
- Hover <targetname >
- Hover over a named target entity until told to fly to a path.
- StopWaitingForDropoff
- Stop waiting for the dropoff. Dropoff as soon as possible.
Outputs
- OnFinishedDropoff
- Fires when the dropship has finished a dropoff.
- OnFinishedPickup
- Fires when the dropship has finished a pickup.
- OnCrateShotDownBeforeDropoff <float >
- Fires when the container was shot down before it dropped off soldiers. The parameter contains the number of soldiers that weren't successfully dropped off.
- OnCrateShotDownAfterDropoff <float >
- Fires when the container was shot down after it dropped off soldiers.
Dedicated Console Variables
Cvar/Command | Parameters or default value | Descriptor | Effect |
---|---|---|---|
g_debug_dropship | 0 | choices | : Draws boxes for debugging certain events.
|
sk_dropship_container_health | 750 | int | Health of the dropship's container. It explodes when it drops to 0 |
sk_npc_dmg_dropship | 5 | int | Dropship container cannon damage. |