npc_zombie


![]() |
---|
CZombie |
![]() |
npc_zombie
is a point entity available in Half-Life 2 series.
These "classic" zombies, being wonderfully slow and stupid, are best used in groups to swarm the player. While it is unlikely the player will view them as a real threat, they are a great way to add tension and benefit from working with other zombie types, such as the npc_fastzombie or the npc_poisonzombie. Some Ravenholm areas use as many as 4-5 zombies at a time.
When advancing upon the player, zombies will knock small physics props that are blocking them at the player, with surprising force.
If the zombie's host body is sufficiently damaged, the controlling npc_headcrab may detach and attack independently.

Dedicated Console Variables
Cvar/Command | Parameters or default value | Descriptor | Effect |
---|---|---|---|
sk_zombie_health | 50 | int | A zombie's spawn health |
sk_zombie_dmg_one_slash | 10 | int | Zombie melee damage |
sk_zombie_dmg_both_slash | 25 | int | Zombie melee damage (Not used.) |

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
CBaseCombatCharacter:
CAI_BaseNPC:
DamageFilter:
|
Flags
- Wait Till Seen : [1]
- Prevents this NPC from seeing (or being seen) until it enters a player's viewcone.
- Gag : [2]
- Won't make IDLE sounds until it's angry.
- Fall to ground (unchecked means teleport to ground) : [4]
- Drop Healthkit : [8]
- Causes this NPC to drop an item_healthvial upon dying.
- Efficient : [16]
- Don't acquire enemies or avoid obstacles
- Wait For Script : [128]
- Forces this NPC to "wait" in an idle state until it finishes playing a scripted_sequence.
- Long Visibility/Shoot : [256]
- By default, increases a NPC's sight range to
6,000
units and allows it to attack from anywhere within that distance.
- Fade Corpse : [512]
- Think outside PVS : [1024]
- Allows this NPC to run its regular AI outside of any player's PVS.
- Template NPC : [2048]
- Marks this NPC as a template for entities like npc_template_maker. The NPC will not spawn on its own. This is not needed for point_template.
- Do Alternate collision for this NPC (player avoidance) : [4096]
- Don't drop weapons : [8192]
- Ignore player push : [16384] (in all games since
)
- Entity won't give way to player.
Inputs
CAI_BaseNPC:
- ActivateSpeedModifier !FGD
- DisableSpeedModifier !FGD
- Break
- Smash into pieces. If this is not possible, disappear.
- BecomeRagdoll (in all games since
)
- Remove itself and instantly become a ragdoll with zero force (just go limp). OnDeath, etc. outputs will NOT be fired.
- ForceInteractionWithNPC <string> <string> (in all games since
)
- Force the NPC to use a dynamic interaction with another NPC. Syntax is <targetname> <dynamic interaction>.
- ForgetEntity <targetname>
- Clears out the NPC's knowledge of a named entity.
- UpdateEnemyMemory (in all games since
)
- Update (or create) this NPC's memory of of the given entity.
- GagEnable
- GagDisable
- Gagged NPCs won't speak (or moan, caw, etc.) unless made to be a choreographed scene.
- HolsterWeapon (in all games since
)
- UnholsterWeapon (in all games since
)
- Force the NPC to holster or unholster their weapon. Ignored if the NPC is scripting or if the NPC doesn't use weapons.
- HolsterAndDestroyWeapon (in all games since
)
- Same as
HolsterWeapon
, except the weapon is destroyed once it has been concealed.
- IgnoreDangerSounds <float>
- Ignore danger sounds for the specified number of seconds.
- InsideTransition !FGD
- OutsideTransition !FGD
- SetBodyGroup <integer>
- HACK: Sets this NPC's body group (from 0–n).
- SetEnemyFilter <string>
- SetHealth <integer>
- Set the NPC's health.
- SetMaxLookDistance <float> (only in
)
- Sets the maximum look distance for the NPC. Defaults are 2048 and 6000 for long range NPCs.
- SetRelationship <string|targetname or classname> <string|disposition> <int|rank>
- Changes whether this NPC likes or dislikes certain others. Used like the ai_relationship entity, with this NPC as the subject.
- Values for
disposition
are:D_HT
: HateD_FR
: FearD_LI
: LikeD_NU
: Neutral
- SetSquad <string>
- Change the name of this NPC's squad. Leaving the parameter blank will remove the NPC from any existing squad.
- StartScripting
- StopScripting
- Enter/exit scripting state, where NPCs ignore a variety of stimulus that would make them break out of their scripts. They ignore danger sounds, ignore +Use, don't idle speak or respond to other NPCs' idle speech, and so on.
- Wake
- Wakes up the NPC if it is sleeping.
CBaseCombatCharacter:
- KilledNPC !FGD
- Tells the entity it killed something. Despite the name, this can include a player. This input will be automatically sent by the victim when they die.
- physdamagescale <float>
- Scales damage energy when this character is hit by a physics object. With a value of 0 the NPC will take no damage from physics.
DamageFilter:
Outputs
- OnCrab (only in
)
- Fired when this NPC spawns a live headcrab. (!activator is the headcrab)
- OnSwattedProp (only in
)
- Fired when this NPC swats a physics object, such as prop_physics or func_physbox. (!activator is the swatted object)
|
Replace zombie blood with human blood
In src/game/server/hl2/npc_zombie.cpp
, go to line 279.
#ifdef HL2_EPISODIC
SetBloodColor ( BLOOD_COLOR_ZOMBIE );
Modify it to look like this:
#ifdef HL2_EPISODIC
SetBloodColor ( BLOOD_COLOR_RED );
Remove headcrab from zombies
How to remove headcrab from zombies.
In src/game/server/hl2/npc_zombie.cpp
look for void CZombie::Spawn( void )
then find this line.
m_fIsHeadless = false;
and simply change it to this
m_fIsHeadless = true;
Now open src/game/server/hl2/npc_BaseZombie.cpp
and change the HeadcrabRelease_t CNPC_BaseZombie::ShouldReleaseHeadcrab( const CTakeDamageInfo &info, float flDamageThreshold )
section to look like this:
//-----------------------------------------------------------------------------
// Purpose: A zombie has taken damage. Determine whether he release his headcrab.
// Output : YES, IMMEDIATE, or SCHEDULED (see HeadcrabRelease_t)
//-----------------------------------------------------------------------------
HeadcrabRelease_t CNPC_BaseZombie::ShouldReleaseHeadcrab( const CTakeDamageInfo &info, float flDamageThreshold )
{
return ( m_iHealth <= 0 && m_fIsTorso && IsChopped( info ) ) ? RELEASE_RAGDOLL_SLICED_OFF : RELEASE_NO;
}
Alternatively, if you are using Mapbase, replace the npc_zombie entity with a npc_zombie_custom entity and set "Headcrabless" to true