npc_template_maker

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Npc maker.png
npc_template_maker is a point entity available in all Source games. It is used for spawning clones of particular template NPCs when triggered, either to provide enemies for an ambush or to replace killed enemies in a standoff-type situation. For a simpler version which doesn't use template entities, see the npc_maker entity, or alternatively see the point_template entity which is more suited for spawning an entire squad into the appropriate positions.

For this to work, the target NPC must be marked as a template NPC. The easiest way to do this is to set the "Template NPC" spawnflag on the NPC.

Contents

Keyvalues

Name of template NPC <targetname>
Template NPC that this maker should be creating clones of.
Radius <float>
Radius around this maker within which NPCs are to be placed. Spawned NPCs will try and find empty space within this radius to spawn.
Name of Destination Group <targetname>
If you'd like spawned NPCs to be created at an info_npc_spawn_destination entity, enter the name of that entity here. If you have more than one destination entity by that name, the Destination Criteria will be used to select one from the group.
Dest. Criterion
Visible to player? <choices>
Should the NPC try to spawn at a destination that the player can see? Only applicable if a Destination Group is being used.
  • 0 : Yes
  • 1 : No
  • 2 : Don't Care
Dest. Criterion
Distance to player? <choices>
Should the NPC try to spawn nearest to or farthest from the player's current location? Only applicable if a Destination Group is being used.
  • 0 : Nearest
  • 1 : Farthest
  • 2 : Don't Care
Minimum spawn distance from player <integer>
The spawn destination node distance to the player will have to be further or equal than this value.

BaseNPCMaker:

Num. of NPCs <integer>
Number of NPCs that will spawn before this spawner is exhausted.
Frequency <string>
How often (in seconds) a new NPC will be spawned. If set to -1, a new NPC will be made when the last NPC dies.
Max Live NPCs <integer>
Maximum number of live children allowed at any one time (new ones will not be made until one dies). If set to -1, no limit is applied.

Targetname:

Name <string>
The targetname that other entities refer to this entity by.
Entity Scripts <scriptlist> (New with Left 4 Dead 2)
Name(s) of script files that are executed after all entities have spawned.
Script think function <string> (New with Left 4 Dead 2)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior.
Note:Try to avoid expensive operations in this function, as it may cause performance problems.

Angles:

Pitch Yaw Roll (Y Z X) <angle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.

EnableDisable:

Start Disabled <bool>
Stay dormant until activated (probably with the Enable input).

Flags

  • 256 : Always use radius spawn
  • 512 : Don't preload template models

BaseNPCMaker:

  • 16 : Fade Corpse
  • 32 : Infinite Children
  • 64 : Do Not Drop
  • 128 : Don't Spawn While Visible

Inputs

SpawnNPCInRadius
Spawn an NPC somewhere within the maker's radius.
SpawnNPCInLine
Spawn an NPC somewhere within a line behind the maker.
SpawnMultiple  <integer>
Spawn multiple NPCs (uses destination group, else radius).
ChangeDestinationGroup  <string>
Switch to a different set of Destination entities.
SetMinimumSpawnDistance  <integer>
Set the minimum spawn distance from player to destination node.

BaseNPCMaker:

Spawn
Spawns an NPC.
Toggle
Toggles the spawner enabled/disabled state.
Enable
Enables the spawner.
Disable
Disables the spawner.
AddMaxChildren  <integer>
Adds to the number of NPCs that can spawn before the spawner is exhausted. If an exhausted spawner is given some children to spawn, it still wont begin spawning until it is re-enabled with the Enable input.
SetMaxChildren  <integer>
Sets the number of NPCs that can spawn before the spawner is exhausted. If an exhausted spawner is given some children to spawn, it still won't begin spawning until it is re-enabled with the Enable input.
SetMaxLiveChildren  <integer>
Sets the maximum number of NPCs that can be alive at any one time from this spawner.
SetSpawnFrequency  <float>
Sets how often (in seconds) a new NPC will be spawned.

Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and all its children from the world.
AddOutput  <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
Use  !FGD
Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
RunScriptFile  <script> (New with Left 4 Dead 2)
Execute a game script file from disk.
RunScriptCode  <string> (New with Left 4 Dead 2)
Execute a string of script source code. String quotation may be needed when fired via console.
Warning:Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction  <string> (New with Left 4 Dead 2)
Execute a game script function.

EnableDisable:

Enable
Disable
Enable/disable this entity from performing its task. It might also disappear from view.

Outputs

BaseNPCMaker:

OnSpawnNPC  <string>
Fired when an NPC is spawned. The activator is the NPC, and the string is the name of the NPC.
OnAllSpawned
Fired when the spawned is exhausted (all children have been spawned).
OnAllSpawnedDead
Fired when the spawner is exhausted (all children have been spawned) and all spawned children have died.
OnAllLiveChildrenDead
Fired when all spawned children have died. This does not mean the spawned is exhausted, so a new child may be spawned any time after this (unless the maker is disabled).
OnUser1 to OnUser4
These Outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  

(New with Left 4 Dead)

This Output fires when the entity is killed and removed from the game.

See also

  • npc_maker - simpler version which doesn't use a template NPC entity.
  • point_template - spawns NPCs (or other entities) in-place; can deal with up to sixteen different targetnames simultaneously, and multiple entities per targetname.
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