nyuuzyou/wikis huggingface dataset:
Npc gargantua

It is a massive monster from Xen invulnerable to all weapons. Gargantua receives damage from scripted explosions but can't be killed by them. Gargantua also is not affected by commands or inputs intended for killing NPCs but it has input that blows gargantua to several pieces instantly.
==Flags==
==Keyvalues==
==Inputs==
==Outputs==
Npc gman overwatch

A prefab located in the Prefabs HL2 folder, containing a script setup that will show a so-called "G-man sighting".
This prefab contains the following:
* An NPC used as the actor.
* A entity that will make the G-man perform the sighting scene.
* A brush that will make the G-man notice the player.
* A brush that will make the G-man turn and exit when the player enters it and looks at him for a second.
* An entity that will serve as the destination that the G-man will walk to as he makes his exit.
The trigger_once will trigger the beginning of the scene when the player enters it, making the G-man look at the player (because the player is specified in its Target 3 keyvalue). The scene file will then send a Trigger1 signal to the logic_choreographed_scene, which will make it pause itself. The G-man will therefore stand around looking at the player until the player enters the trigger_look while looking at the G-man for a second. This will send a signal to the logic_choreographed_scene to resume the scene with the G-man doing his exit. After he has reached the info_target exit destination, the G-man will be removed.
Category:Prefabs
Npc go

The npc_go console command is a debugging tool that tells all selected NPCs to move to the point you are looking at. To select NPCs, use the npc_select command. Selected NPCs will draw arrows to the go point, and will continue to draw the arrow until they either reach the point, or determine that they are unable to navigate to the point. 
NPCs attempting to move to points farther than the local navigation limit (600 units in HL2) will use the nodegraph to build a route to the point. As a result, npc_go is very useful for debugging both local movement and nodegraph related navigation problems. Commands to use in conjuction with it are: ai_debug_nav, ai_show_connect, npc_route, and ai_moveprobe_debug.
===Similar command===
. Sends all selected NPCs to random node.
==Usage==
* npc_go
** Tell selected NPCs to move to the point you are looking at.
==See also==
ai_debug_nav, ai_show_connect, npc_route, ai_moveprobe_debug.
Category:Debugging
Npc grenade frag

It is the about-to-explode version of weapon_frag created when thrown.
== Dedicated Console Variables ==
;sk_plr_dmg_fraggrenade <int>
: Damage of grenades thrown by the player.
;sk_npc_dmg_fraggrenade <int>
: Damage of grenades thrown by NPCs.
;sk_fraggrenade_radius <int>
: Explosion size (default 250).
== Keyvalues ==
== Flags ==
== Inputs ==
== Outputs ==
== Miscellaneous ==
In Garry's Mod, you can spawn the "Zombine Grenade", which is GMod's version of the Frag Grenade NPC.
G
Npc headcrab

These are the classic, slow-moving headcrabs. They attack by jumping at the player's head and inflict a nominal amount of damage. Almost any weapon can dispatch them easily.
Commonly found attached to a zombie host body, they will detach if that host is sufficiently damaged below the head.
There are several other headcrab variants and associated zombie types.
See also env_headcrabcanister which is a mortar shell containing a payload of headcrabs. The mortar shell inflicts damage within a radius of where it lands and releases headcrabs after impact. Triggers and entity options offer control over impact damage and when the headcrabs are released, among other options. 
== Keyvalues ==
== Flags ==
== Inputs ==
== Outputs ==
== Dedicated Console Variables ==
 
 
 Only in . Requires this texture to display properly as the texture has been removed.
==See also==
*env_headcrabcanister
H
Category:Headcrabs
Npc headcrab black

Black headcrabs, also known as poison headcrabs, are a headcrab variant. Upon biting the player, this NPC temporarily reduce the player's health to 1. They are best used in tandem with other melee NPCs like regular headcrabs to make fighting more intense. However, it is risky to group them near NPCs with ranged attacks, as the player will die very easily. In fact, many players are conditioned to kill black headcrabs first because of the threat they pose compared to other enemies.
Commonly found in groups covering a single host poison zombie which hurls its parasite cargo towards the player, they can make a formidable foe so should be placed carefully. Killing the poison zombie will not necessarily kill any of the headcrabs it is carrying, much less all of them (the sole exception may be AR2 secondary fire energy balls). They are also quite resistant to fire and will attack while burning.
Since they are incapable of actually killing the player (only reducing it to 1), they are also often used as a "jumpscare" by themselves to spook the player.
== Keyvalues ==
== Flags ==
== Inputs ==
== Outputs ==
== Dedicated Console Variables ==
==See also==
*Npc_headcrab_poison (for )
*Npc_headcrab
*Npc_headcrab_fast
*Npc_headcrab_runner
*Npc_headcrab_armored
*:Category:Headcrabs
H
Category:Headcrabs
Npc headcrab fast

This headcrab variant is much faster than the average headcrab. They typically infest rotting corpses rather than human hosts, creating the terrifying fast zombies. Since the headcrabs move and attack so quickly, they can be thought of as a substitute for the notorious snark of Half-Life 1. It is best to place them in small groups to rush the player.
==Keyvalues==
:
:
==Flags==
==Inputs==
==Outputs==
== Dedicated Console Variables ==
H
Category:Headcrabs
Npc heli avoidsphere

==Entity description==
Defines a spherical area which helicopter NPCs should avoid. and avoid this sphere, but not .
In Hammer, this entity shares its icon with .
==Keyvalues==
==Flags==
* 65536 : Avoid the sphere above and below
==Inputs==
==Outputs==
==See also==
*npc_heli_avoidbox - Same function, only brush based.
Npc helicopter

It is a Combine helicopter (also called a Hunter-Chopper), armed with a machine gun and capable of dropping mines. The mines are buoyant, and their timer only activates when they collide with the environment. Upon touching an NPC they detonate instantly. They can be dropped one at a time, or when triggered the helicopter can rush a target dropping a massive amount of mines.
This NPC only uses path_track for navigation: When the helicopter finds an enemy, it moves along a chain of path_tracks to the closest one to its target.
Related Entities:
* npc_heli_avoidbox is a brush entity that the helicopter will avoid.
* npc_heli_avoidsphere is an entity that keeps helicopters out of a spherical area.
* npc_heli_nobomb is an entity that suppresses helicopter bombing
* helicopter_bomb is a bomb that the helicopter can drop
* helicopter_chunk is helicopter debris created when helicopter is destroyed
* env_rotorwash_emitter is helicopter's rotor wash.
* env_rotorshooter
* npc_helicoptersensor
 
===Destruction===
When a helicopter is destroyed, three s are created at its crash location along with a random number of smaller s.
==Keyvalues==
==Flags==
==Inputs==
==Outputs==
==Dedicated Console Variables==
 
H
Npc hover turret

It is a turret variant cut from Portal 2 which would have hung from the ceiling and fired a laser at the player. It remains in the final game, but is somewhat buggy.
It is hardcoded to use the model models/npcs/hover_turret.mdl, which is missing in the final game. According to early screenshots, it originally used a model based on prop_glados_core from the first game. Attempts have been made to restore this model, but currently have issues, such as the turret not being able to aim vertically.
:
== FGD Code ==
@PointClass base(BaseNPC)
	studioprop("models/npcs/hover_turret.mdl")
	line(255 255 255, targetname, attachtarget)
= npc_hover_turret: "The cut Hover Turret, which hangs from the ceiling and fires a laser at the player. Missing its model by default, and somewhat buggy."
[
	canPushPlayer(boolean) : "Laser Pushes Player" : 0 : "Should the hover turret's laser deal knockback? Usually only works while the player is in the air."
	sentryRotateSpeed(float) : "Idle Rotation Speed" : "10" : "While idle, the hover turret will rotate at this speed."
	attachTarget(target_destination) : "Tether Attach Target" : : "An entity (usually info_target) which the hover turret should hang from."
]
== Keyvalues ==
== Inputs ==
== Outputs ==
==See also==
*npc_rocket_turret
*npc_portal_turret_floor
Category:Portal 2 NPCs
Npc human commander

They are part of the HECU that infiltrate Black Mesa to eliminate anyone associated with the Resonance Cascade. They are seen throughout most of the earthbound levels. They will attack the player, scientists, and guards, and they are sometimes seen rappelling from an osprey or open ceiling. They command the grunts in battle. They are seen with a beret, and sometimes a cigar. They can wield these weapons, which are the:
* MP5
* Shotgun
==See also ==
*npc_human_medic
*npc_human_grunt
Npc human grunt

They are part of the HECU that infiltrate Black Mesa to eliminate anyone associated with the Resonance Cascade. They are seen throughout most of the earthbound levels. They will attack the player, scientists, and guards, and they are sometimes seen rappelling from an osprey or open ceiling. They can wield a number of different weapons, which are the:
* MP5
* Shotgun
* RPG
See also: npc_human_medic, npc_human_commander
Npc human medic

They are part of the HECU that infiltrate Black Mesa to eliminate anyone associated with the Resonance Cascade. They are seen throughout most of the earthbound levels. They will attack the player, scientists, and guards, and they are sometimes seen rappelling from an osprey or open ceiling. They will heal any nearby HECU, helping them greatly in battle. They also wear the standard grunt helmet, but without the gas mask. They can wield these weapons, which are the:
* MP5
* Shotgun
See also: npc_human_grunt, npc_human_commander
Npc hunter

It is a three-legged synth that is large enough to be imposing, but small enough to enter buildings.
== Entity description ==
Hunters are armed with flechette cannons, which fire bursts of needle-like projectiles that stick to physics props and explode a few seconds later. They can also lash out with one of their front legs or impale with their mandibles (seen beneath the "eyes"). They are one of the few NPCs who can perform dynamic interactions, throwing citizens (and anyone with citizen animations) to the ground and crushing their spines.
Hunters take less damage from bullets (multipled by 0.6 by default), slightly less damage from buckshot (shotgun) ammo (multiplied by 0.5 by default), and even less damage from citizens, Alyx, etc. (multiplied by 0.3 by default). Multipliers are controlled by sk_hunter_citizen_damage_scale, sk_hunter_buckshot_damage_scale, and sk_hunter_bullet_damage_scale respectively. An exception to this rule is the 357, which actually multiplies damage by 1.16. Hunters also take more damage while charging, multiplied by sk_hunter_charge_damage_scale and set to 2.0 by default. Hunters can be killed instantaneously with energy balls fired from the AR2.
In Half-Life 2: Episode Two, hunters are introduced when one of them ambushes Alyx and critically wounds her. They make several appearances throughout the game, largely in their own packs or fighting alongside Combine soldiers. They travel with striders in the ending battle, protecting them from Magnusson devices.
== KeyValues ==
; Strider to Follow <targetname>
: The name of the strider that this hunter should escort. They will follow the strider closely in combat and shoot down incoming Magnusson devices.
== Flags ==
== Inputs ==
; FollowStrider <targetname>
: Sets the name of the strider the Hunter should escort.
; SetMinigunTarget <targetname>
: Forces the Hunter to shoot its flechette cannon at the specified target
; SetMinigunTime <float>
: How long the Hunter will spend firing its flechette cannon after receiving the above input.
; UseSiegeTargets <string>
: The name of any npc_bullseyes to shoot at when I can't shoot at the player. Uses a single targetname that can be a wildcard.
; EnableShooting
; DisableShooting
: If a Hunter cannot shoot, it will try to use its melee attacks.
; EnableSquadShootDelay
; DisableSquadShootDelay
: Enables/disables a delay between ranged attacks from members of one Hunter squad.
; EnableUnplantedShooting
; DisableUnplantedShooting
: Used mainly for scripted attacks against bullseyes. Enables the hunter to shoot without having to plant its legs in the ground first. Remember to disable afterwards!
; Crouch
; Stand
: Crouch down / return to standing
; EnableCrouchWalk
; DisableCrouchWalk
: Unused. Prevented/allowed Hunters to move while crouched.
; DoPhysicsBlast
: Hunter will instantly do the defensive physics blast. (Non-functional)
== Outputs ==
H
Npc ichthyosaur

The Ichthyosaur is a large man-eating "fish" of probable Xen origin.
First seen in . In appeared once, during Half-Life 2's intro chapter, and can only be implemented with scripts. It has no functional AI other than attacking the player while they are directly in front of the creature.
 
==Keyvalues==
==Flags==
==Inputs==
==Outputs==
==Dedicated Console Variables==
==See also==
* - the entity used in Half-Life and addons
I
Npc ichthyosaur (Black Mesa)

The Ichthyosaur is a large man-eating "fish" of probable Xen origin.
In time to time meeting in open water areas. It swims up to player to bit with jaws.
Represented by class CNPC_Ichthyosaur.
 
==Dedicated Console Variables==
==Keyvalues==
==Flags==
==Inputs==
==Outputs==
==See also==
* - the entity used in Half-Life and addons
Npc kill

The npc_kill console command is a debugging tool that kills NPCs. The command kills NPCs by dealing enough damage to kill them, so the "OnDamaged" and "OnDeath" outputs will be fired. 
This command flags the NPC with a note to kill itself, so if AI is not running (due to the ai_disable command), the command will be ignored.
==Usage==
* npc_kill
** This will kill the NPC under your crosshair, if any.
* npc_kill <entity index>
** This will kill the NPC matching the specified entity index, if any.
* npc_kill <name>
** This will kill all NPCs whose classnames match the specified name, or whose targetnames match the specified name.
*npc_kill *
** This will kill all NPCs in the map.
==See also==
*npc_select, npc_destroy, npc_destroy_unselected
Category:Debugging
Npc launcher

== Entity description ==
Can fire rocket-propelled grenades or other missiles with many property customizations. The missiles can be made to home on a target or follow a path. It is used in d3_c17_06b when rockets break up a wood bridge. Also used in d1_eli_02 to simulate the Combine APC rockets when the base is getting attacked.
== Keyvalues ==
:*0: Off
:*1: On
:*2: On Homing
 
 
== Flags ==
* 
* 65536 : Check LOS
== Inputs ==
* 
* 
* TurnOn
: Turn on Launcher
* TurnOff
: Turn off Launcher
* LOSCheckOn
: Start checking line of sight before firing
* LOSCheckOff
: Stop checking line of sight before firing
* SetEnemyEntity
: Set entity I should attack. Ignores visibility. (output from other entity only)
* ClearEnemyEntity
: Clear set enemy enemy
* FireOnce
: Fire Once (if have enemy)
== Outputs ==
* 
* OnLaunch
: Fires when missile is launched. 
Category:Entities
== Notes ==
The default values of the MissileModel and FlySound properties point to resources that do not exist. Appropriate values would be models/Weapons/W_missile.mdl and weapons/rpg/rocket1.wav, respectively.
Npc maker

==Entity Description==
Spawns a class of NPC at its position when told to. Typically used to provide a continuous wave of attackers during an ambush, or to replace killed enemies in a standoff-type situation.
For more control over the properties of the spawned NPCs, see the point entity, which uses 'template' NPCs as a base, or the entity, which is more suited for spawning an entire squad into the appropriate positions.
==Keyvalues==
 
 
: Values for disposition are:
:* D_HT: Hate
:* D_FR: Fear
:* D_LI: Like
:* D_NU: Neutral
==Flags==
==Inputs==
==Outputs==
==See also==
* - Uses template NPC entities for more control over spawned NPCs.
* - Spawns NPCs (or other entities) in-place; can deal with up to sixteen different targetnames simultaneously, and multiple entities per targetname.
Category:Entities
Npc manhack

This is the entity that represents manhacks ingame. Can be carried and thrown by Metrocops.
== Dedicated Console Variables ==
;sk_manhack_health <int> 
: A manhack's spawn health (Default: 25).
;sk_manhack_melee_dmg >int> 
: Melee damage (Default: 20).
==Keyvalues==
==Flags==
==Inputs==
==Outputs==
Category:Entities
m
Npc metrocop assault

A prefab located in the Prefabs HL2 folder, containing a script setup that will handle an assault of a squad of four Combine metrocops.
This prefab contains the following:
* Four npc_metropolice NPC templates (numbered from 1 to 4), to be used as the assaulting squad.
* A point_template entity to spawn them.
* A logic_relay entity that when triggered will trigger the spawning and assault.
* An ai_goal_assault entity that will make the spawned metrocops proceed to their designated assault_rallypoints, and then proceed to their assault_assaultpoints as the assault commences.
* Four assault_rallypoint positions.
* Four assault_assaultpoint positions.
===Fixing this prefab===
This prefab doesn't work properly as it is, mainly because of misuses of wildcards.
Locate the ai_goal_assault entity, and do the following:
# Change Rally Point Set from metrocop_assault1_rally3* to metrocop_assault1_rally*.
# Change Actor(s) to affect from metrocop_assault1_metrocop1* to metrocop_assault1_metrocop*.
Also, the "&i" tokens in the Squad Name value of the npc_metropolice doesn't work, so if you intend to use multiple sets of this prefab in a map, you should change metrocop_assault&i_squad to something different for each assault squad to prevent them from communicating visuals with eachother.
Category:Prefabs
Npc metropolice

They serve as City 17's primary police force and are one of the most basic Combine enemies.
npc_metropolice uses a small arsenal of weapons and little tactical judgement, designed for the first few levels of Half-Life 2 and its authoritarian atmosphere. is usually used for the Combine's actual military force.
The gordon_precriminal global state makes all npc_metropolice neutral to the player and citizens, pushing the player away when they get too close and chasing them when provoked. This is used throughout the Half-Life 2 chapter Point Insertion and works best with stunsticks.
In Half-Life 2, they serve as the Combine's thought police, collectively known as Civil Protection, and mainly use stunsticks to brutally police the citizens of City 17. They are the player's main opponent throughout the first few chapters of Half-Life 2, using explosive barrels and mounted guns to their advantage and disadvantage, but they're eventually replaced with npc_combine_s and disappear until the chapter Anticitizen One, where they again function as the main Combine enemies for most of the chapter.
==Dedicated ConVars==
==Flags==
==Keyvalues==
==Inputs==
==Outputs==
M
Npc ministrider

It is an early version of the Hunter. It only exists in pre-Orange Box versions of Episode One.
== Entity description ==
This entity represents the early stages of the Hunter's development and existed in EP1 before Episode Two was finished. It was used for a choreo scene in the game, but when Episode One was updated to the Orange Box version of the engine (which EP2 released with), npc_ministrider was removed and the scene's actor was replaced with an npc_furniture. Since npc_ministrider was never released in any SDK code, the original NPC now only exists in old, pre-Orange Box versions of the EP1 engine.
== Keyvalues ==
== Flags ==
== Inputs ==
	
== Outputs ==
M
Npc missiledefense

==Entity description==
Currently, this NPC will function when placed in a level or spawned in-game, although it lacks a model. When it is spawned, it will remain stationary in the location it is placed at, and attempt to shoot down missiles fired in its direction by the player, similar to the way the Combine Gunship will.
== Keyvalues ==
== Flags ==
== Inputs ==
== Outputs ==
M
Npc monk

==Entity Description==
Father Grigori, a benevolent monk who is the last remaining human in Ravenholm. He keeps to the rooftops and uses an old rifle to send his zombified former friends to a peaceful death.
==Keyvalues==
:
Literal Value 	Description
weapon_annabelle 	Annabelle
weapon_smg1 	SMG1
weapon_ar2 	AR2
weapon_stunstick 	Stun Stick
weapon_crowbar 	Crow Bar
weapon_shotgun 	Shotgun
weapon_beerbottle 	Beer Bottle (Not coded - Don't use)
weapon_beerbottle2	Beer Bottle2 (Not coded - Don't use)
weapon_rpg 	RPG
0 	Nothing
==Flags==
==Inputs==
==Outputs==
M
Npc personality core

==Entity description==
This entity is a Personality Core, found attached GlaDOS in the Portal series, such as Wheatley in Portal 2.
It is important to note, corrupted spheres do not relay their set dialogue just by skin choice. They must be triggered to play their scenes using VScripts or logic_choreographed_scenes.
==Keyvalues==
:* 0 : Blue Eye / Broken (Wheatley)
:* 1 : Green Eye / Normal (Adventure Core)
:* 2 : Red Eye / NA (Space Core)
:* 3 : Purple Eye / NA (Fact Core)
== Flags ==
==Inputs==
==Outputs==
Category:Portal 2 NPCs
Npc poisonzombie

Poison zombies, unlike other zombie types, serve as hosts for 1-4 nesting black headcrabs at a time. They usually attack by throwing headcrabs at their target.
Killing a poison zombie does NOT necessarily result in the deaths of the poison headcrabs it is carrying, even if the zombie is killed with an explosive weapon. A hit with the AR2 secondary fire will sometimes eliminate both the zombie and the headcrabs in one blow.
==Dedicated Console Variables ==
;sk_zombie_poison_dmg_spit <int>
: Spit damage (Default: 20).
;sk_zombie_poison_health <int>
: A poison zombie's spawn health (Default: 175).
==Keyvalues==
 
:
Literal Value	Description
1 	1 Crab
2 	2 Crabs
3 	3 Crabs
==Flags==
==Inputs==
==Outputs==
==See also==
* npc_zombie
* npc_headcrab
* npc_headcrab_black
* npc_fastzombie
* npc_zombie_torso
P
Npc portal turret floor

It is a freestanding Aperture Science turret.
==Keyvalues==
:* 0 : Normal
:* 1 : Debris
:* 0 : Normal
:* 1 : Unused (Custom - see above)
:* 2 : Box
:* 3 : Backwards ("Load Defective Models" must be activated) 
:* 4 : Skeleton
==Flags==
also, the citizen version shoots at npc_security_cameras in at least Portal 2
==Inputs==
==Outputs==
==See also==
* npc_rocket_turret
* npc_turret_floor (HL2 equivalent)
Category:Portal_NPCs
Category:Portal_2_NPCs
Npc rocket turret

It is an Aperture Science Rocket Turret, which will track a single entity and fire rockets at it. In Portal 1 the target defaults to the SP player, but it can be overridden with SetTarget inputs.
== Keyvalues ==
:
== Flags ==
==Inputs==
== Outputs ==
== See also ==
* npc_portal_turret_floor
* prop_rocket_tripwire
* rocket_turret_projectile
Category:Portal_Entities
Category:Portal_NPCs
Category:Portal_2_NPCs
Npc rollermine

Basically an artificially intelligent prop_physics, the rollermine will roll itself at the player or at any NPC (excluding Combine NPCs). Upon hitting its target, the rollermine will electrify, damage what it is touching, and bounce off. They will attach themselves to Gordon's tau-equipped buggy from Half-Life 2, and they can be dropped by Combine dropships. If an explosion occurs near them, they will briefly fly into the air before disintegrating.
In Half-Life 2: Episode One, Alyx can reprogram rollermines to make them friendly to the player. This is done by using the outputs OnAlyxStartedInteraction and OnAlyxFinishedInteraction, and ai_relationship or the SetRelationship input.
== Keyvalues ==
:
Literal Value	Description
0 	Ignore distant targets not in a vehicle (default).
1 	Equal visibility for all targets.
== Flags ==
== Inputs ==
== Outputs ==
== Dedicated Console Variables ==
R