npc_dog
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Warning:If Dog has an active follow behavior (the only extra behavior he's capable of), he will prioritize it, and will not be able to use his fetching behavior. Turning it off (with
Note:The convar
Note:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.
Note:If blank, or points to an missing entity, Dog will default to the player.
Note:Bone followers mean that individual parts of Dog's skeleton (specifically, his head and pelvis) have their own physics shadows, i. e. more detailed physics.
It improves his collision at the cost of consuming an edict per follower.
Turning them off frees up an edict and makes him less prone to knocking stuff over, which may be desirable during scripted events.
npc_dog
is a point entity available in Half-Life 2,
Half-Life 2: Episode One,
Half-Life 2: Episode Two, and
Half-Life 2: Deathmatch.
Dog is one of the main characters introduced in Half-Life 2. Dog can play fetch and pick up things.
Dog does not have any battle AI, and therefore will simply run away when faced with enemies. All of Dog's battle scenes in Half-Life 2 were scripted.

deactivate
input) allows him to play fetch.
dog_max_wait_time
controls for how long he waits after throwing an object before giving up and searching for another, if it's not thrown back at him. The default is 7 seconds.
Scripting Dog for playing fetch
Main article: Playing fetch with Dog
Keyvalues
CBaseCombatCharacter:
CAI_BaseNPC:
DamageFilter:
|
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]
- Don't drop weapons : [8192]
- Ignore player push : [16384] (in all games since
)
- Entity won't give way to player.
Inputs
- SetPickupTarget <targetname>
- Sets the target entity for Dog to pickup.
- SetThrowTarget <targetname>
- Set Dog's throw target (pass in !player if you want the player).

- StartCatchThrowBehavior <targetname>
- Tells Dog to start playing with the player. You can pass the name of the object you want him to play with, otherwise he'll just use the closest phys_object.
- StopCatchThrowBehavior <targetname>
- Stop the catch and throw behavior.
- StartWaitAndCatch
- Tells Dog to wait for the player to throw an object at him.
- This input should be used if you want Dog to wait for a specific prop indefinitely, not giving up after dog_max_wait_time has passed.
- StopWaitAndCatch
- Tells Dog to stop waiting for the player.
- PlayerPickupObject
- Tells Dog the physgun just picked up an object.
- If Dog was previously told to
StartWaitAndCatch
, and a prop sends this input to Dog (most likely by using OnPhysGunPickUp on it), it'll override his target prop, and make him now do 'wait-and-catch' with that new prop.
- SetThrowArcModifier <float>
- Used to pass in a modifier for Dog's object flight arc.
- It is the scale factor indicating the maximum ratio of height to total throw distance. Values close to 0 (but above it) make for flatter trajectories; 0.01 for effectively completely flat.
- Values above 1 make for increasingly tall projectories. 0 and below also seem to do that. -1 means no height maximum.
- TurnBoneFollowersOff
- Turn Dog's bone followers off.
- TurnBoneFollowersOn
- Turn Dog's bone followers on.

It improves his collision at the cost of consuming an edict per follower.
Turning them off frees up an edict and makes him less prone to knocking stuff over, which may be desirable during scripted events.
BaseNPC inputs
CAI_BaseNPC:
- ActivateSpeedModifier !FGD
- DisableSpeedModifier !FGD
- Break
- Smash into pieces. If this is not possible, disappear.
- BecomeRagdoll (in all games since
)
- 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
)
- 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
)
- 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
)
- UnholsterWeapon (in all games since
)
- 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
)
- 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
)
- 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
: HateD_FR
: FearD_LI
: LikeD_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:
Outputs
- OnDogThrow
- Fires when Dog throws an object.
- OnDogPickup
- Fires when Dog picks up an object.
- OnDogCatch
- Fires when Dog catches an object.
|
See also
- Dog - for overall character information.
Categories:
- Half-Life 2
- Half-Life 2: Episode One
- Half-Life 2: Episode Two
- Non-internal Half-Life 2 entities
- Half-Life 2 entities
- Half-Life 2 point entities
- Non-internal Half-Life 2: Episode One entities
- Half-Life 2: Episode One entities
- Half-Life 2: Episode One point entities
- Non-internal Half-Life 2: Episode Two entities
- Half-Life 2: Episode Two entities
- Half-Life 2: Episode Two point entities
- Non-internal Half-Life 2: Deathmatch entities
- Half-Life 2: Deathmatch entities
- Half-Life 2: Deathmatch point entities
- NPC entities