npc_hunter

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Hunter IK.jpg

npc_hunter is a point entity available in Half-Life 2: Episode Two Half-Life 2: Episode Two. It is a three-legged synth that is large enough to be imposing, but small enough to enter buildings.

Entity description

Hunters are armed with flechette cannons, which fire bursts of needle-like projectiles that stick to physics props and explode a few seconds later. They can also lash out with one of their front legs or impale with their mandibles (seen beneath the "eyes"). They are one of the few NPCs who can perform dynamic interactions, throwing citizens (and anyone with citizen animations) to the ground and crushing their spines.

Hunters take less damage from bullets (multipled by 0.6 by default), slightly less damage from buckshot (shotgun) ammo (multiplied by 0.5 by default), and even less damage from citizens, Alyx, etc. (multiplied by 0.3 by default). Multipliers are controlled by sk_hunter_citizen_damage_scale, sk_hunter_buckshot_damage_scale, and sk_hunter_bullet_damage_scale respectively. An exception to this rule is the 357, which actually multiplies damage by 1.16. Hunters also take more damage while charging, multiplied by sk_hunter_charge_damage_scale and set to 2.0 by default. Hunters can be killed instantaneously with energy balls fired from the AR2.

Warning.pngWarning:While the player's energy balls can immediately kill a hunter, NPC balls (e.g. balls fired by a Combine elite) use a different damage model and do not kill hunters instantly, only dealing a metered amount of damage.

In Half-Life 2: Episode Two, hunters are introduced when one of them ambushes Alyx and critically wounds her. They make several appearances throughout the game, largely in their own packs or fighting alongside Combine soldiers. They travel with striders in the ending battle, protecting them from Magnusson devices.

KeyValues

Strider to Follow <targetname>
The name of the strider that this hunter should escort. They will follow the strider closely in combat and shoot down incoming Magnusson devices.
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

BaseNPC flags 

Inputs

FollowStrider <targetname>
Sets the name of the strider the Hunter should escort.
SetMinigunTarget <targetname>
Forces the Hunter to shoot its flechette cannon at the specified target
SetMinigunTime <float>
How long the Hunter will spend firing its flechette cannon after receiving the above input.
UseSiegeTargets <string>
The name of any npc_bullseyes to shoot at when I can't shoot at the player. Uses a single targetname that can be a wildcard.
EnableShooting
DisableShooting
If a Hunter cannot shoot, it will try to use its melee attacks.
EnableSquadShootDelay
DisableSquadShootDelay
Enables/disables a delay between ranged attacks from members of one Hunter squad.
EnableUnplantedShooting
DisableUnplantedShooting
Used mainly for scripted attacks against bullseyes. Enables the hunter to shoot without having to plant its legs in the ground first. Remember to disable afterwards!
Crouch
Stand
Crouch down / return to standing
EnableCrouchWalk
DisableCrouchWalk
Unused. Prevented/allowed Hunters to move while crouched.
DoPhysicsBlast
Hunter will instantly do the defensive physics blast. (Non-functional)
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.