npc_vortigaunt
Jump to navigation
Jump to search
Class hierarchy |
---|
CNPC_Vortigaunt |
npc_vortigaunt_episodic.cpp |
npc_vortigaunt
is a point entity available in Half-Life 2 series, Portal, and Black Mesa.
This NPC allows multiple models (for slaves), but defaults to vortigaunt.mdl. Also see the Half-Life Continuity page about the vortigaunt.
Note:Some 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
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- World model (model) <model path>
- The model to appear as. Use this to create slave vorts.
- Allow Armor Recharging (ArmorRechargeEnabled) <boolean>
- Can this vort recharge the HEV suit?
- Regenerate Health (HealthRegenerateEnabled) <boolean>
- Whether or not the vortigaunt will recover his own health over time like vital allies, while in combat.
PlayerCompanion:
- Always transition (AlwaysTransition) <boolean> (in all games since )
- This NPC will always teleport to a Player Squad Transition Point if they're not within the trigger_transition.
- Prevent picking up weapons? (DontPickupWeapons) <boolean> (in all games since )
- This NPC will NOT be allowed to pick up weapons they find on the ground.
- Is this a vital ally? (GameEndAlly) <boolean> (in all games since )
- This NPC will cause the game to end if killed.
TalkNPC:
- Use Sentence (UseSentence) <string>
- Sentence spoken when the NPC gets +used by a player
- Un-Use Sentence (UnUseSentence) <string>
- Sentence spoken NPC gets used again
- Don't Use Speech Semaphore (DontUseSpeechSemaphore) <boolean>
- Friendly NPCs are not allowed to speak if another friendly NPC is speaking. In some cases, we don't want speaking NPCs to prevent other NPCs from speaking (for instance, if there is a friendly NPC speaking for a long time on a monitor). To make this NPC not prevent other NPCs from talking, make it not grab the semaphore when it speaks.
CBaseCombatCharacter:
CAI_BaseNPC:
DamageFilter:
|
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
- EnableArmorRecharge, DisableArmorRecharge
- Allow or prevent armor recharging on players
- ExtractBugbait <targetname>
- Causes the vortigaunt to extract bugbait from the named target passed in.
- ChargeTarget <targetname>
- Force the vortigaunt to charge the named target.
- EnableHealthRegeneration, DisableHealthRegeneration
- Allow/stop the vortigaunt to start regenerating his health over time, like vital allies.
- TurnBlue <boolean>
- "If true, turn blue. If false, turn green." Used to toggle the blue-purple skin tinting on vortigaunts with the "vortigaunt_blue.mdl" model variant. This is used for the Transcendent Vortigaunts in Episode 1's opening sequence and the Episode 2 sequence in which Alyx is being healed. It does not, however, cause their eyes to become light blue.
- TurnBlack <boolean>
- "If true, turn black. If false, be seen." Todo: Eh?
- Dispel (in all games since ) !FGD
- Forces vortigaunt to perform its shockwave attack, killing every antlion around it no matter if vortigaunt is engaged in combat or not.
PlayerCompanion:
- OutsideTransition (in all games since )
- Use this input to teleport the NPC to a hint node with the "Player Squad Transition Point" hint type.
- DisableAlwaysTransition (in all games since )
- If enabled, this NPC will always teleport to a Player Squad Transition Point even if they're not within the trigger_transition.
- MakeRegularAlly (in all games since )
- Determines whether the game should end if this character dies.
- GiveWeapon <classname> (in all games since )
- Gives the NPC a weapon immediately.
TalkNPC:
- SpeakResponseConcept <string> (in all games since )
- Speak the specified response concept immediately.
CAI_BaseNPC:
CBaseCombatCharacter:
DamageFilter: |
Outputs
- OnFinishedExtractingBugbait
- Fires when the vortigaunt's finished extracting bugbait from a target.
- OnFinishedExtractingTauCannon
- Fires when the vortigaunt's finished extracting the tau cannon from the jeep.
- OnFinishedChargingTarget
- Fires when the vortigaunt has finished charging a target.
- OnPlayerUse
- Fires when a player +USEs the vortigaunt. (!activator is the player.)
PlayerCompanion:
- OnWeaponPickup
- Fires when this NPC picks a weapon off the ground or a gun rack.
|
Dedicated Console Variables
See also
- Vortigaunt - article about the character