npc_headcrab

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Headcrab
Class hierarchy
CHeadcrab
CBaseHeadcrab
CAI_BaseNPC
CBaseCombatCharacter
CBaseFlex
CBaseAnimatingOverlay
CBaseAnimating
CBaseEntity
npc_headcrab.cpp

npc_headcrab is a point entity available in Half-Life 2 series Half-Life 2 series and Black Mesa Black Mesa. These are the classic, slow-moving headcrabs. They attack by jumping at the player's head and inflict a nominal amount of damage. Almost any weapon can dispatch them easily.

Commonly found attached to a zombie host body, they will detach if that host is sufficiently damaged below the head.

There are several other headcrab variants and associated zombie types.

See also env_headcrabcanister which is a mortar shell containing a payload of headcrabs. The mortar shell inflicts damage within a radius of where it lands and releases headcrabs after impact. Triggers and entity options offer control over impact damage and when the headcrabs are released, among other options.

PlacementTip.gifPlacement Tip:Classic headcrabs can be paired with their fast-moving or poisonous relatives to make it more interesting.
PlacementTip.gifPlacement Tip:Avoid the cliche of placing headcrabs in vents; they would likely be more of an annoyance than an improvement on gameplay.
Icon-Bug.pngBug:If a headcrab is burrowed, using inputs or command that would kill it like sethealth 0 or npc_kill npc_headcrab does not work. They get ignored and the headcrab's health doesn't change.  (tested in: Half-Life 2)
Note.pngNoteSome keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.

Keyvalues

Name (targetname) <string>
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

BaseHeadcrab:

Start burrowed (startburrowed) <boolean>
Should this npc start burrowed? Will unburrow via input or if an enemy gets near.
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.

Flags

Start hidden : [65536]
Start hanging from ceiling : [131072]


BaseNPC flags 

Inputs

Burrow  !FGD
Burrow. If no burrow points within 512 units, does nothing.
BurrowImmediate  !FGD
Burrow immediate.
Unburrow  !FGD
Unburrow.
StartHangingFromCeiling
Start hanging from ceiling.
DropFromCeiling
Drop if hanging from ceiling.


BaseNPC inputs 

Outputs

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.

Dedicated Console Variables

Only in Black Mesa 2012. Requires this texture to display properly as the texture has been removed.
Cvar/Command Parameters or default value Descriptor Effect
sk_headcrab_health int A headcrab's spawn health.
sk_headcrab_melee_dmg int Melee damage.
g_debug_headcrab bool Toggle headcrab debugging.
sk_headcrab_min_jump_dist int Headcrab min jump distance. Only in Black Mesa 2012.
sk_headcrab_max_jump_dist int Headcrab max jump distance. Only in Black Mesa 2012.
sv_headcrab_can_latch_on_player bool Toggles headcrab's ability to attach player's head (if player catches it with head).

See also