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npc_template_maker

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... Icon-Important.png
Npc maker.png

npc_template_maker is a point entity available in all Source 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.

Keyvalues

Name of template NPC (TemplateName) <targetname>
Template NPC that this maker should be creating clones of.
Radius (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 (DestinationGroup) <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.
Icon-Bug.pngBug:If there are more than 102 destinations in a group, the game will crash. (Only tested on Source SDK base Singleplayer 2013)
Dest. Criterion
Visible to player? (CriterionVisibility) <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? (CriterionDistance) <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 (MinSpawnDistance) <integer>
The spawn destination node distance to the player will have to be further or equal than this value.
Note.pngNote:This parameter is ignored if the above "Distance to player" criteria is set to "Don't Care."

BaseNPCMaker:
Num. of NPCs (MaxNPCCount) <integer>
Number of NPCs that will spawn before this spawner is exhausted.
Frequency (SpawnFrequency) <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 (MaxLiveChildren) <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 (targetname) <string>
The targetname that other entities refer to this entity by.

Angles:
Pitch Yaw Roll (Y Z X) (angles) <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 (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).

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
  • 1024: Don't use dynamic difficulty (only in SiN Episodes)

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.

Base:
AddContext <string>
Adds to the entity's list of response contexts. See Context.
AddOutput <string>
Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"

// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
ClearContext
Removes all contexts from this entity's list.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1 to FireUser4
Fires the respectiveOnUseroutputs; see User Inputs and Outputs.
Kill
Removes this entity and any entities parented to it from the world.
KillHierarchy
Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKillinput.
RemoveContext <string>
Remove a context from this entity's list. The name should match the key of an existing context.
SetParent <string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
Use  !FGD
Same as a player invoking +use; no effect in most cases.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
DispatchEffect <string> (removed since Left 4 Dead) !FGD
Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since Left 4 Dead.
RunScriptFile <script> (in all games since Left 4 Dead 2) (also in Team Fortress 2)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode <string> (in all games since Left 4 Dead 2) (also in Team Fortress 2)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Icon-Bug.pngBug:In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.
Note.pngFix:Remove the string argument manually with a text editor.
Note.pngNote:Team Fortress 2 Backtick characters ` are replaced with quotation marks at runtime, allowing quotation marks to be used when normally not possible.
CallScriptFunction <string> (in all games since Left 4 Dead 2) (also in Team Fortress 2) !FGD
Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope  (only in Team Fortress 2) !FGD
Destroys the script scope of the receving entity.
SetLocalOrigin <coordinates> (in all games since Alien Swarm) !FGD
Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
SetLocalAngles <angles> (in all games since Alien Swarm) !FGD
Set this entity's angles.

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).

Targetname:
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  (only in 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.