npc_zombie

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Class hierarchy
CZombie
CAI_BlendingHost
CNPC_BaseZombie
CAI_BaseZombieBase
CBaseCombatCharacter
CBaseFlex
CBaseAnimatingOverlay
CBaseAnimating
CBaseEntity
npc_zombie.cpp

npc_zombie is a point entity available in Half-Life 2 Half-Life 2.

Zombie

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.

Note.pngNote: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

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.)
Note.pngNote:The zombie will only deal the damage set in sk_zombie_dmg_one_slash for all of its attacks (even when using both hands). This may be due to a simple mistype in npc_BaseZombie.cpp that can easily be corrected.

Keyvalues

Name (targetname) <string>
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

BaseNPC keyvalues

CBaseCombatCharacter:

Relationship (Relationship) <string> !FGD
<string|targetname or classname> <string|disposition> <int|rank>
Changes whether this entity likes or dislikes certain other things. Used like the ai_relationship entity, with this entity as the subject.
Values for disposition are:
  • D_HT: Hate
  • D_FR: Fear
  • D_LI: Like
  • D_NU: Neutral
Physics Impact Damage Scale (physdamagescale) <float>
Multiplier for damage amount when this entity is hit by a physics object. With a value of 0 the entity will take no damage from physics.

CAI_BaseNPC:

Target Path Corner (target) <targetname>
The path_corner that this NPC will move to after spawning.
Squad Name (squadname) <string>
NPCs that are in the same squad (i.e., have matching squad names) will share information about enemies and will take turns attacking and covering each other.
Hint Group (hintgroup) <string>
Hint groups are used by NPCs to restrict their hint-node searching to a subset of the map's hint nodes. Only hint nodes with matching hint group names will be considered by this NPC.
Hint Limit Nav (hintlimiting) <boolean>
Limits NPC to using specified hint group for navigation requests. Does not limit local navigation.
Sleep State (sleepstate) <choices>
Holds the NPC in stasis until specified condition. See also Wake Radius and Wake Squad.
  • 0: None
  • 1: Waiting for threat
  • 2: Waiting for PVS
  • 3: Waiting for input, ignore PVS
  • 4: Auto PVS
  • 5: Auto PVS after PVS
Wake Radius (wakeradius) <float>
Auto-wake if player comes within this distance.
Wake Squad (wakesquad) <boolean>
Wake all of the NPCs squadmates if the NPC is woken.
Enemy Filter (enemyfilter) <targetname>
Filter entity to test targets against.
Ignore unseen enemies (ignoreunseenenemies) <boolean>
Prefers visible enemies, regardless of distance or relationship priority.

DamageFilter:

Damage Filter (damagefilter) <targetname>
Name of the filter_damage_type entity that controls which entities can damage us.

Flags

BaseNPC flags 

Inputs

BaseNPC inputs 

Outputs

OnCrab (only in Mapbase)
Fired when this NPC spawns a live headcrab. (!activator is the headcrab)
OnSwattedProp (only in Mapbase)
Fired when this NPC swats a physics object, such as prop_physics or func_physbox. (!activator is the swatted object)
BaseNPC Outputs
OnDamaged
Fired when this NPC takes damage (!activator is the damage inflictor).
OnDamagedByPlayer
Fired when this NPC is hurt by a player (!activator is the attacker or vehicle driver [if friendly fire]).
OnDamagedByPlayerSquad
Fired when this NPC is hurt by a player OR by one of the player's squadmates (!activator is the attacker or vehicle driver [if friendly fire]).
OnDeath
Fired when this NPC is killed (!activator is the killer).
OnDenyCommanderUse
Fired when this NPC has refused to join the player's squad.
OnForcedInteractionAborted
Fired when the NPC aborts a forced interaction for some reason (target NPC died, couldn't be pathed to, etc.).
OnForcedInteractionStarted
Fired when the NPC starts a forced interaction.
OnForcedInteractionFinished
"NPCs in actbusies can no longer perform dynamic interactions."
Todo: What does this mean?
OnHalfHealth
Fired when this NPC reaches half of its maximum health.
OnHearCombat
Fired when this NPC hears combat sounds.
OnHearPlayer
Fired when this NPC hears the player.
OnHearWorld
Fired when this NPC hears a sound (other than combat or the player).
OnFoundEnemy <targetname>
Fired when this NPC establishes line of sight to its enemy.
OnLostEnemy
Fired when this NPC loses its enemy. Usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy.
OnLostEnemyLOS
Fired when this NPC loses line of sight to its enemy.
OnFoundPlayer <targetname>
Fired when this NPC establishes line of sight to its enemy, and that enemy is a player.
OnLostPlayer
Fired when this NPC loses its enemy, and that enemy was a player. Usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy.
OnLostPlayerLOS
Fired when this NPC loses line of sight to its enemy, and that enemy is a player.
OnSleep
Fired when this NPC enters a sleep state.
OnWake
Fired when this NPC comes out of a sleep state.

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 Mapbase, replace the npc_zombie entity with a npc_zombie_custom entity and set "Headcrabless" to true

See also