npc_stalker
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npc_stalker
is a point entity available in Half-Life 2, Half-Life 2: Episode One, Half-Life 2: Episode Two, and Half-Life 2: Deathmatch.
A Combine worker. The product of extreme, brutal Synth engineering by the Combine, a Stalker is a human who has been drastically altered both physically and mentally.
Bug:The Half-Life 2 stalker model becomes broken when ragdolled. Make sure the player cannot kill any stalkers in your HL2 map. This problem was fixed in Episodes 1 and 2. [todo tested in?]
Note: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
- sk_stalker_health <int>
- A stalker's spawn health (Default: 50).
- sk_stalker_melee_dmg <int>
- Melee damage (Default: 5).
Keyvalues
CBaseCombatCharacter:
CAI_BaseNPC:
DamageFilter:
|
- Beam Power (BeamPower) <choices>
- The power of the Stalker's eye beam
- 0 : Low
- 1 : Medium
- 2 : High
Note:Low deals 1 damage, Medium deals 3 damage, and High deals 10 damage.
Flags
Wait Till Seen : [1]
Gag : [2]
Fall to ground (unchecked means teleport to ground) : [4]
Efficient : [16]
Wait For Script : [128]
Long Visibility/Shoot : [256]
Fade Corpse : [512]
Template NPC : [2048]
Note:This flag is disabled in episodic for player companions, because the
StartScripting input does this.Don't drop weapons : [8192]
|
Inputs
CAI_BaseNPC:
CBaseCombatCharacter:
DamageFilter: |
Outputs
|
Categories:
- TODO rewrite lang to LanguageBar
- Half-Life 2 entities
- Half-Life 2 point entities
- Half-Life 2: Episode One entities
- Half-Life 2: Episode One point entities
- Half-Life 2: Episode Two entities
- Half-Life 2: Episode Two point entities
- Half-Life 2: Deathmatch entities
- Half-Life 2: Deathmatch point entities
- Pages with uncategorized bugs
- NPC entities
- Half-Life 2 NPCs