nyuuzyou/wikis huggingface dataset:
Npc antlionguard

The Antlion guard is a much larger and more dangerous form of antlion. The guard has a significant amount of health, and can fling physics objects at the player.
The cavern guard does not charge or roar and predicts where the player will be for melee attack.
==Dedicated Console Variables==
;sk_antlionguard_health <int>
: An antlion guard's spawn health
;sk_antlionguard_dmg_charge <int>
: Damage the antlion guard deals when it hits the player while charging.
;sk_antlionguard_dmg_shove <int>
: Damage the antlion guard deals when it hits the player with the standard, shove attack.
;sk_antlionguard_dmg_take_scale <int>
: Scale of how much damage the antlion guard takes if damaged.
==Keyvalues==
==Flags==
* 65536 : Create server-side ragdoll on death
* 131072 : Use inside footsteps
==Inputs==
 
==Outputs==
==See also==
* npc_antlion
* Mapping with Antlions
A
Npc baby headcrab

is a point entity available in since Steam Early Access (22 december 2015 year) and removed in further updates. This entity is one of the first versions of the gonarch's baby. It is unfinished, does not have its own model in the game files and has a rather primitive artificial intelligence. It also doesn't die after a while. Upon death, it creates a small particle system (green blood mixed with white blood). Does not provide any unique inputs and outputs. Replaced with in the latest version of the game.
==Dedicated Console Variables==
Npc barnacle

It is a stationary, ceiling-mounted 'fishing' monster that tries to eat anything its tongue touches.
Barnacles were originally devised in Half-Life as a simple way to limit movement in levels, and their function remains relatively the same in Half-Life 2.
==Keyvalues==
==Flags==
* 
* 
* 
* 
==Inputs==
==Outputs==
==Dedicated Console Variables==
==Bugs/Limitations==
===All===
====Tongue ignores objects with "$contents grate" and brush entities====
If a Barnacle is placed above a prop using $contentsgrate, the tongue will clip through that object and the barnacle will release any object it grabs immediately.
The same will happen with brush entities, with the exception of and . and are world brushes, so they are unaffected by this bug.
====Eating its own gibs====
Barnacles will sometimes try to eat on its own gib models, and often try to eat the same few gibs nonstop. This has been fixed in .
=== and ===
====Some NPCs becomes invisible====
Some NPCs becomes invisible grabbed by a barnacle. 
====Some NPCs cause crash====
If any of the following NPC's are being grabbed, the game will crash: npc_combine_camera, npc_advisor, npc_rollermine, npc_portal_turret_floor, and npc_poisonzombie.
The only possible npc's that could realistically be grabbed to begin with are the rollermine and the poisonzombie. So make sure your map has clips around barnacles to prevent these NPC's to ever meet each other.
======
====Rocket turret's broken ragdoll====
If a barnacle somehow manages to grab a npc_rocket_turret, the turret's ragdoll freaks out. Which is caused by the rocket turret not being meant to ever enter Ragdoll mode.
====Gibs don't traverse portals====
Gibs spawned by barnacles do not pass portals, as they are flagged as debris.
====Decals stay behind====
Blood decals created by barnacles will not be removed when a portal is placed on the decal. This is more related to decals themselves just not moving, rather than a barnacle specific issue.
======
====Disappearing Barnacle====
Barnacles will delete themselves if the player is stuck on something when getting reeled in
Instead of player release, in this case cause to a very severe breakdown of barnacle. Not in .
====Incorrect tongue placement====
The barnacles tongue appears to be clipping through the camera.
====TongueTipUpdated spam====
For some reason, the TongueTipUpdated input fires every 0.01 seconds.
====Pulling is broken====
Sometimes the barnacle will grab a player, but not reel them in for a few seconds, until it catches up and pulls the player faster than usual.
This does not seem to happen in .
====Grabbed NPCs disappear if barnacle dies====
Npc's that are grabbed by a barnacle will immediately disappear when the barnacle that grabbed it dies.
This does not seem to happen in and .
====Eating Headcrab Only====
Barnacles in will eat the whole zombie NPC, while in the headcrab is ripped off the head. This does not depend on the type of zombie, it works with any zombie type.
Npc barney

Barney Calhoun, a former security guard at Black Mesa. He owes Gordon a beer.
== Dedicated Console Variables ==
;sk_barney_health <integer> 
: Barney's spawn health.
==Keyvalues==
:
Literal Value 	Description
weapon_pistol 	Pistol
weapon_smg1 	SMG1
weapon_stunstick	Stun Stick
weapon_ar2 	AR2
0 	Nothing
==Flags==
==Inputs==
 
==Outputs==
B
Npc bullsquid

== Entity description ==
The bullsquid from before Half-Life 2's release. The NPC is no longer in the game, but its deactivated code and class can still be found in the SDK.
=== Related games ===
* Obsidian Conflict
* Synergy
* Substance
== Dedicated CVars ==
* sk_bullsquid_health
:<integer> Bullsquid spawn health
* sk_bullsquid_dmg_bite
:<integer> Bullsquid bite damage
* sk_bullsquid_dmg_whip
:<integer> Maximum health an enemy has for bullsquid to attempt a tailwhip.
== Keyvalues ==
* 
== Flags ==
== Inputs ==
* 
== Outputs ==
* 
B
Npc citizen

They are the downtrodden citizens of City 17. They will pick up weapons, fight the Combine, and join the player's squad if they see him.
== Dedicated Console Variables ==
== Keyvalues ==
:
== Flags ==
* 
* 
* 
:
:
* 
:
* 
* 
* 
* 
* 
* 
:
== Inputs ==
== Outputs ==
C
Npc citizen fleeing

A prefab located in the Prefabs HL2 folder, containing script setup that will spawn a fleeing citizen when triggered.
This prefab contains the following:
* A logic_relay that will set the whole prefab in motion.
* The npc_citizen template to spawn.
* An npc_template_maker to spawn the citizen template.
* An aiscripted_schedule that will order the spawned citizen to flee.
* An info_target that will serve as the destination for the flight.
When triggered (by external entities), the relay will spawn the citizen, and its spawning will trigger the aiscripted_schedule to Run to Goal Entity, with the goal entity being the info_target destination. The flight is set to only be interupted by his death.
Category:Prefabs
Npc clawscanner

==Entity Description==
The Claw/Shield Scanner is commonly used by Combine forces to drop Hopper Mines in combat areas and is equipped with a large pincer arm which is kept concealed behind an armored plate.
 
== Dedicated Console Variables ==
;sk_scanner_health <int>
: A scanner's spawn health.
;sk_scanner_dmg_dive <int>
: Given damage by the scanner.
== Keyvalues ==
== Flags ==
* 65536 : No Dynamic Light
* 131072 : Strider Scout Scanner
: This scanner moves faster and follows an npc_strider. 
== Inputs ==
== Outputs ==
==Strider Scout Issue==
Because there were no strider scouts in Episode One, information from this entity isn't treated the same way by striders as information from npc_cscanners. There are two ways to fix this.
===If you're making a mappack===
If there are no ordinary City Scanners in the map where you want strider scout scanners, you can add "d3_c17" to the start of the map's name and then use an npc_cscanner. It will spawn as a claw scanner and the strider will treat it as a proper scout.
===If you're making a mod with its own binaries===
There are several ways to modify the code so the strider treats npc_clawscannners properly. One way is to change the identification of scanners from by classname to by C++ class. This is how to do that in the Orange Box/Source 2007 code.
====1. Include the appropriate header====
Open npc_strider.cpp and find #include "eventqueue.h". Add another line after it:
#include "npc_basescanner.h"
====2. Change the verification method====
Scroll down and find bool CNPC_Strider::UpdateEnemyMemory.
Replace:
if( pInformer && FClassnameIs( pInformer, "npc_cscanner" ) )
with:
CNPC_BaseScanner *pScanner = dynamic_cast<CNPC_BaseScanner *>(pInformer);
if( pScanner )
====3. Compile====
That's it! Now any Scanner-based entity that tips off a strider about somebody will invoke the proper scout behaviour.
===Source 2006/Episode One version===
The above method is impossible in Source 2006. Instead, open npc_strider.cpp and replace:
if( pInformer && FClassnameIs( pInformer, "npc_cscanner" ) )
with:
if( pInformer && ( FClassnameIs( pInformer, "npc_cscanner" ) || FClassnameIs( pInformer, "npc_clawscanner" ) ) )
Category:Half-Life 2: Episode One Entities
C
Npc combine advisor roaming

It is a Combine Advisor variant, likely left over from Episode Three. This particular entity does not appear in any released games; however, variants have appeared in the previous Half-Life games, such as . Its keyvalues, inputs, outputs, and flags are identical to those of npc_combinegunship. It does not exist in-game and was removed from the FGD in an update on May 28, 2011.
The entity has also appeared in leaked Dota 2 files.
==See also==
*npc_advisor
*Advisor
Npc combine camera

A ceiling-mounted camera. 
This is the more popular cousin of npc_turret_ceiling. A "glow" sprite, initially green, is attached to the rotating camera portion, and changes colors if it detects enemies within its radius. (specified below)
The model is equipped with a turret gun above the camera, but it never shoots.
== Keyvalues ==
 
 
== Flags ==
== Inputs ==
== Outputs ==
== See also ==
* 
* 
* !activator
C
Npc combine cannon

==Entity description==
This entity is a Combine cannon that may be an early forerunner to the Combine Autogun in Episode Two, but appears to be incomplete or abandoned. On seeing the player, numerous blue rays, similar to those used by npc_sniper, appear and slowly converge on the player. If they do, the cannon will fire relentlessly until the player breaks line-of-sight with it. It does not appear to have many adjustable parameters and can only be killed through the I/O system.
== Keyvalues ==
== Flags ==
== Inputs ==
== Outputs ==
C
Npc combine s

They are the grunts of the Combine Overwatch, serving as the main "soldier" enemies in the game and a successor to from . They are stronger and more capable than their counterparts. Soldiers are designed to use Pulse-Rifles, SMGs, Shotguns, and frag grenades.
Their AI uses Blitzkrieg-style tactics. They will advance rapidly to flank, throw grenades to flush the player out, ignore attacks and suppress, or charge ahead to force an enemy back. In squads, they coordinate their actions and take turns attacking an opponent. 
A variant of npc_combine_s, the Combine Elite, has more health and can use the AR2's secondary firing ability. Another variant, the Nova Prospekt Soldier, is purely visual and has no additional effects.
As of , Combine soldiers with shotguns are automatically given a different skin. Regular soldiers become dark orange and the eyes of Nova Prospekt soldiers turn red. Elites are not affected, due to not normally having shotguns.
In , Combine soldiers serve as the Combine's transhuman military force, a step up from the unmodified Civil Protection. Nova Prospekt soldiers completely replace regular soldiers in the Nova Prospekt chapters and Elite soldiers appear sparingly, only being introduced at the end of Nova Prospekt and appearing either among regular soldiers or in squads of their own. In , all soldiers have dirt on their uniforms, suggesting they've marched a long way from City 17.
== Dedicated Console Variables ==
== Keyvalues ==
== Outputs ==
== Inputs ==
== Flags ==
== See also ==
*Soldier AI details
Npc combinedropship

The dropship is capable of carrying a container which can deploy NPCs, as well as many other objects. It has special commands specifically for Striders and APCs.
 
== Dedicated Console Variables ==
==Keyvalues==
 
 
 
 
 
 
 
 
Literal Value	Description
-3 	Jeep (No crate)
-2 	APC (No crate)
-1 	Strider (No crate)
0 	Roller Hopper
1 	Soldier Crate
2 	None
 
==Flags==
==Inputs==
 
 
 
 
 
 
 
 
==Outputs==
 
 
 
Category:Vehicle Entities
C
Npc combinegunship

It is a flying Combine NPC with one main gun and the ability to track and shoot down RPG rockets.
==Dedicated Console Variables==
==Keyvalues==
==Flags==
* 1 : Wait Till Seen
* 2 : Gag (No IDLE sounds until angry)
* 4 : Fall to ground (unchecked means *teleport* to ground)
* 8 : Drop Healthkit
* 16 : Efficient - Don't acquire enemies or avoid obstacles
* 32 : No Rotorwash
* 64 : Await Input
* 128 : Wait For Script
* 256 : Long Visibility/Shoot
* 512 : Fade Corpse
* 1024 : Think outside PVS
* 2048 : Template NPC (used by npc_maker, will not spawn)
* 4096 : No ground attack
* 8192 : Use chopper model 
==Inputs==
==Outputs==
Category:Flying NPCs
C
Npc create

It allows you to create NPCs on the fly, spawning the NPC in the world at the position you are looking at. The classname specified must be a valid classname from the NPC section in the list of entities. If the NPC hasn't been precached already, there will be a small hitch as the engine caches the NPC's content.
It's important to realize that NPCs created using this command are dropped into the world with all of their data set to default. In essence, they act as they would if they were placed by a level designer who had not set any of the Keyvalue fields in Hammer. As a result, not all NPCs will be able to function properly when created via this command. For example, all path tracking NPCs (like Striders and Gunships) won't find a track to path on. As a result, npc_create is not a command to test AI quality in an area. Instead, it's a great tool for testing things other than the NPCs you're creating.
NPCs that wield weapons need to be told what weapon to spawn with. Otherwise they'll spawn empty handed, and most weapon-using NPCs don't know what to do without a weapon. Use the npc_create_equipment command to specify the weapon classname of the weapon that created NPCs should be given. 
== Usage ==
* npc_create <classname>
** Create the NPC matching <classname> at the point you're looking at, if it can fit in the space.
* npc_create_aimed <classname>
** Creates an NPC of type <classname> at the point you're looking at, if it can fit in the space. The NPC will be oriented to face directly away from you. Useful if you don't want the NPC to see you yet.
* npc_create_equipment <classname>
** Used to specify the classname of the weapon that created NPCs should spawn with, if they use weapons. For example, typing the following will create a Combine Soldier with a shotgun:
*** npc_create_equipment weapon_shotgun
*** npc_create npc_combine_s
== See also ==
* ai_disable
* npc_create_equipment
Category:Debugging
Npc create equipment

The npc_create_equipment console variable allows you to specify a weapon that will be given to an NPC when npc_create is used.
==Usage==
* npc_create_equipment [weaponname]
** Sets the weapon to give to new NPCs to [weaponname].
* npc_create_equipment
** Returns the current weapon that will be given to new NPCs.
==See also==
===Choices for Weapons===
*:Category:Weapons
===General AI===
*ent_text
*npc_select, npc_go, npc_task_text, npc_destroy, npc_destroy_unselected, npc_kill, npc_enemies, npc_focus, npc_freeze, npc_squads, npc_viewcone
*npc_create, npc_create_aimed
Category:Debugging
Npc cscanner

A Combine scanner. The default model is used for surveillance and scouting, while the shield scanner model has more military applications, like enemy distraction (through blinding) and bounding mine deployment. When the Scanner photographs a character, that character's location is reported to nearby Combine forces.
==Dedicated Console Variables==
;g_debug_cscanner <bool>
: (Default: 0).
;sk_scanner_dmg_dive <integer>
: When this scanner hits another entity that isn't a scanner, it will damage the entity by this value (Default: 25).
;sk_scanner_health <integer>
: A scanner's spawn health (Default: 30).
==Keyvalues==
==Flags==
* 65536 : No Dynamic Light
* 131072 : Strider Scout Scanner
: This scanner moves slower, can attack faster, scares ally npcs, and updates npc_strider when photographing an enemy.
==Inputs==
 
==Outputs==
Category:Flying NPCs
C
Npc destroy

The npc_destroy console command is a debugging tool that destroys NPCs. Destroyed NPCs are silently removed, so outputs such as "OnDamaged" and "OnDeath" are not fired, nor are ragdolls created. Destroyed NPCs carrying weapons will drop the weapon before removing themselves.
This command flags the NPC with a note to destroy itself, so if AI is not running (due to the ai_disable command), the command will be ignored.
==Usage==
* 
** This will destroy the NPC under your crosshair, if any.
* 
** This will destroy the NPC matching the specified entity index, if any.
* 
** This will destroy all NPCs whose classname or targetname matches the specified name.
* 
** This will destroy all NPCs in the map
==See also==
*npc_select, npc_destroy_unselected, npc_kill
Category:Debugging
Npc destroy unselected

The npc_destroy_unselected console command is a debugging tool that destroys all unselected NPCs. To select NPCs, use the npc_select command. Destroyed NPCs are silently removed, so outputs such as "OnDamaged" and "OnDeath" are not fired, nor are ragdolls created. Destroyed NPCs carrying weapons will drop the weapon before removing themselves.
This command flags NPCs with a note to destroy themselves, so if AI is not running (due to the ai_disable command), the command will be ignored.
==Usage==
* npc_destroy_unselected
** This will destroy all selected NPCs.
==See also==
*npc_select, npc_destroy, npc_kill
Category:Debugging
Npc dog

Dog is one of the main characters introduced in Half-Life 2. Dog can play fetch and pick up things.
Dog does not have any battle AI, and therefore will simply run away when faced with enemies. All of Dog's battle scenes in Half-Life 2 were scripted.
==Scripting Dog for playing fetch==
==Keyvalues==
==Flags==
==Inputs==
:This input should be used if you want Dog to wait for a specific prop indefinitely, not giving up after has passed. 
:If Dog was previously told to StartWaitAndCatch, and a prop sends this input to Dog (most likely by using on it), it'll override his target prop, and make him now do 'wait-and-catch' with that new prop. 
 
 
:It is the scale factor indicating the maximum ratio of height to total throw distance. Values close to 0 (but above it) make for flatter trajectories; 0.01 for effectively completely flat. 
:Values above 1 make for increasingly tall projectories. 0 and below also seem to do that. -1 means no height maximum.
==Outputs==
==See also==
* Dog - for overall character information.
Npc dog/Playing fetch with Dog

==Overview==
D0G's AI is largely dedicated to picking up physics objects and playing fetch with a target (usually, the player). 
As shown in , D0G can grab objects with his built-in Gravity Gun, toss them over an arcing trajectory, wait for it to be thrown back at him, and either repeat that cycle, or search for a new object dynamically. 
While the logics setup used in Eli's junkyard () might seem frighteningly complex, a large portion of it has to do with spawning new crates dynamically, and tracking their fate (enabling D0G to act disappointed or excited), and then switching to play with his deactivated Rollermine. As well as a handful of scripts related to Alyx. 
__TOC__
==Scripting==
The actual setup to play fetch with D0G is not that complicated: 
* Use npc_dog in his most basic 'configuration', that is - not distracted by combat, scripted sequences, or follow behavior; all of them usually make his AI switch away from the catch-and-throw game. 
* Have prop physics available to him.
* Now use the following Inputs to make him play fetch:
*# SetThrowTarget <targetname of the target> (leave blank, or just exclude it, to use the player);
*# StartCatchThrowBehavior <name of the prop> to switch to his play AI (leave blank to search for an object dynamically);
That should be enough for the basic routine. 
Other inputs can modify or stop it:
* SetPickupTarget <name of the prop> overrides his preferred prop; makes him stop waiting to catch - can be used to make him throw props in rapid succession;
* SetThrowArcModifier <float> alters the throw trajectory (values close to 0 make for a flat trajectory; >1 for tall parabolic trajectories; <=0 also make for very tall, potentially uncapped trajectories);
* StartWaitAndCatch coupled with PlayerPickupObject; the former allows Dog to wait for a specific prop indefinitely, not giving up and finding another. The latter is meant to be fired from that specific prop, so that Dog knows the player has it. Use it before StartCatchThrowBehavior, or re-fire that one afterward (with the name of the prop as the input parameter);
* StopWaitAndCatch disables indefinite wait for a specific prop;
* StopCatchThrowBehavior makes stop altogether.
==Known issues==
 
If D0G waits too long, he'll give up and search for another prop. His heuristics isn't perfect, and it may lead to unindended consequences and even get him stuck, if he tries to grab a prop that's lodged in scenery, tied to constraints and otherwise not meant for him. There doesn't seem to be a way to filter out what prop he can grab without additional programming, so you'd have to plan for it by not having any unintended physics lying around, or disabling their motion.
D0G won't attempt to grab objects that are:
* Flagged as debris or interactive debris;
* Held by the player;
* Have their motion disabled;
* Are heavier than 250kg (this figure is hardcoded);
* Aren't visible to him;
* Are placed above his eye position.
==References==
# on YouTube
Npc eli

Dr. Eli Vance, Earth's last great hope, single-handedly fighting off both an evil alien invasion, as well as trying to stop that idiot lab assistant from putting the moves on his daughter.
*Eli is allowed to use multiple models, because he appears in the pod. He defaults to his normal model.
== Keyvalues ==
== Outputs ==
== Inputs ==
== Flags ==
e
Category:English
Npc enemyfinder

==Entity description==
This NPC is invisible, immobile, and does not cause collisions. Its sole purpose is to notify the squad mates whenever an enemy comes into its view so put it into the same squad as NPCs whose enemies has to consider its enemies.
When running command on , colourful lines start pointing from it towards player and other NPCs.
*Blue lines mean that NPCs that this entity is in squad together with consider the entity that the line points towards to neutral.
*Red lines mean that they hate that entity.
== Keyvalues ==
 
 
== Flags ==
== Inputs ==
== Outputs ==
==See also==
*npc_enemyfinder_combinecannon - Special version of this entity.
Category:Entities
Npc enemyfinder combinecannon

This entity is a special version of designed to operate the as part of the three-way Combine Autogun seen in Episode Two. Essentially an invisible entity manning a mounted gun, it sees the enemy and aims the tank brush at them. An example can be found in the map ep2_outland_09.
Compared to the standard npc_enemyfinder, this version includes a few additional FOV and timeout options.
== Keyvalues ==
 
 
== Flags ==
== Inputs ==
== Outputs ==
==See also==
* - Normal enemyfinder entity.
Category:Entities
Npc fastzombie

Fast zombies (as their name implies) are a zombie variant that move and attack very quickly. They can easily overwhelm the player, so consider pacing their attacks. In Ravenholm, the player usually encountered 1-2 fast zombies at a time, although several could be heard climbing gutters to help the player plan better. 
If the zombie's human host body is sufficiently damaged, the controlling fast headcrab may detach and attack on its own.
Fast zombie jump calculations are based off of info_node placement. If fast zombies are having difficulty jumping over obstacles, try using the ai_moveprobe_debug command to pinpoint problems.
==Keyvalues==
==Flags==
==Inputs==
==Outputs==
==See also==
*npc_fastzombie_torso
F
Category:Climbing NPCs
Npc fisherman

==Entity Description==
The fisherman is the sole non-enemy NPC in Half-Life 2: Lost Coast. He was coded into the game before Lost Coast was released, with the model "models/ati_2004/fisherman.mdl".
==Keyvalues==
*
* ExpressionOverride
: <string> Facial expression override
==Flags==
*
==Inputs==
*
* SetExpressionOverride <string>
: Set facial expression override
==Outputs==
*
F