Limited support
This feature is only present in Portal 2: Community Edition.

POINT npc_antlion_template_maker

Antlion Template Maker

KeyValues

spawnflags <flags>

No description provided.

Possible Flags:

Name Value Default
Random spawn node 1024
Try to spawn close to the current target 2048
Pick a random fight target 4096
Try to play blocked effects near the player 8192

Name of template NPC <target_destination>

No description provided.

Spawn on Hint Group <string>

If specified, children will spawn on a hint node from this group, nearest the target.

Spawn radius <float> = 512

Target must be within this distance of any node in the hint group specified above. If the target is outside the radius, no NPC will spawn.

Spawn target <string>

Targetname of the entity to try and spawn near.

Fight target <string>

Targetname of an entity used as a goal for the children to fight to.

Follow target <string>

Targetname of an entity used as a goal for the children to follow.

Vehicle Spawn Distance <float> = 1

This is a modifier of the current spawn distance. Spawn distance on a vehicle is based on speed, so this is just a modifier for it.

Random Worker Spawn Rate <float> = 0

Percentage chance that a spawned antlion will be a worker. (0 = no chance, 1 = 100% chance)

Ignore Bugbait <boolean> = No

No description provided.

Initial antlions in the pool. <integer> = 0

Number of antlions in the pool at map start.

Max antlions in the pool. <integer> = 0

Maximum number of antlions allowed in the pool. If 0, pool behavior is turned off.

Pool regen amount. <integer> = 0

This is the number of antlions added to the pool every time it regenerates.

Pool regen time. <float> = 0

Time interval between pool regeneration ticks.

Create Spore effect <boolean> = No

No description provided.

Inherited from Angles

Pitch Yaw Roll (Y Z X) <angle> = 0 0 0

This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.

Inherited from BaseNPCMaker

Start Disabled <boolean> = No

No description provided.

Num. of NPCs <integer> = 1

Number of NPCs that will spawn before this spawner is exhausted.

Frequency <string> = 5

How often (in seconds) a new NPC will be spawned. If set to -1, a new NPC will be made when the last NPC dies.

Max Live NPCs <integer> = 5

Maximum number of live children allowed at any one time (new ones will not be made until one dies). If set to -1, no limit is applied.

Hull Check Mode <choices> = Default (0)

How NPC's hull should be checked at spawn destination?

Possible Values:

Name Value
Default 0
No hull check 1

Inherited from BaseEntityPoint

Name <target_source>

The name that other entities refer to this entity by.

Global Entity Name <string>

Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.

Pitch Yaw Roll (X Y Z) <angle> = 0 0 0

This entity's orientation in the world. Roll is the rotation around the X axis, pitch is rotation around the Y axis and yaw is the rotation around the Z axis.

Parent <target_destination>

The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent. Set an attachment point via 'parentname,attachment'.

Inputs

SetFightTarget <string>

Sets the target entity for children to fight to.

ClearFightTarget <void>

Clears the fight target goal for this spawner.

SetFollowTarget <string>

Sets the target entity for children to follow.

ClearFollowTarget <void>

Clears the follow target goal for this spawner.

SetSpawnRadius <float>

Sets the Spawn Radius.

AddToPool <integer>

Add the number of antlions specified in the parameter to the pool.

SetMaxPool <integer>

Set the maximum number of antlions allowed in the pool at any time. Setting it to 0 turns off the pool behavior.

SetPoolRegenAmount <integer>

Set the number of antlions added to the pool every time it regenerates.

SetPoolRegenTime <float>

Set the time interval between pool regeneration ticks.

ChangeDestinationGroup <string>

Change the spawn group for this spawner.

Inherited from BaseNPCMaker

Spawn <void>

Spawns an NPC.

Toggle <void>

Toggles the spawner enabled/disabled state.

Enable <void>

Enables the spawner.

Disable <void>

Disables the spawner.

AddMaxChildren <integer>

Adds to the number of NPCs that can spawn before the spawner is exhausted. If an exhausted spawner is given some children to spawn, it still won't begin spawning until it is re-enabled with the Enable input.

SetMaxChildren <integer>

Sets the number of NPCs that can spawn before the spawner is exhausted. If an exhausted spawner is given some children to spawn, it still won't begin spawning until it is re-enabled with the Enable input.

SetMaxLiveChildren <integer>

Sets the maximum number of NPCs that can be alive at any one time from this spawner.

SetSpawnFrequency <float>

Sets how often (in seconds) a new NPC will be spawned.

Inherited from BaseEntityPoint

Kill <void>

Removes this entity from the world.

KillHierarchy <void>

Removes this entity and all its children from the world.

SetParent <target_destination>

Changes the entity's parent in the movement hierarchy.

SetParentAttachment <string>

Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.

SetParentAttachmentMaintainOffset <string>

Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the parent at the time it is attached.

ClearParent <void>

Removes this entity from the the movement hierarchy, leaving it free to move independently.

SetLocalAngles <vector>

Sets the rotation of the entity relative to the parent's rotation.

SetLocalOrigin <vector>

Sets the position of the entity relative to its parent if one exists. Otherwise relative to the world.

SetAbsAngles <vector>

Set this entity's angles, always relative to the world origin.

AddOutput <string>

Adds an entity I/O connection to this entity or changes keyvalues dynamically. Format: '<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite, 1 = only once)>' or 'keyvalue newval'. Very dangerous, use with care.

FireUser1 <void>

Causes this entity's OnUser1 output to be fired.

FireUser2 <void>

Causes this entity's OnUser2 output to be fired.

FireUser3 <void>

Causes this entity's OnUser3 output to be fired.

FireUser4 <void>

Causes this entity's OnUser4 output to be fired.

Use <void>

More or less replicates the player interacting with an entity. (+USE)

PassUser1 <string>

Causes this entity's OutUser1 output to be fired, passing along the parameter unchanged.

PassUser2 <string>

Causes this entity's OutUser2 output to be fired, passing along the parameter unchanged.

PassUser3 <string>

Causes this entity's OutUser3 output to be fired, passing along the parameter unchanged.

PassUser4 <string>

Causes this entity's OutUser4 output to be fired, passing along the parameter unchanged.

FireRandomUser <void>

Fires OnUser1, OnUser2, OnUser3, or OnUser4 with a 25% chance of each.

PassRandomUser <string>

Fires OutUser1, OutUser2, OutUser3, or OutUser4 with a 25% chance of each. The parameter is passed along unchanged.

KillIfNotVisible <void>

Removes this entity if it is not in a player's viewcone.

KillWhenNotVisible <void>

Removes this entity when it is not in a player's viewcone. You can pass a time for when this should start.

FireOutput <string>

Fires the named output on this entity. Format: '<output name>:<activator>:<caller>:<parameter>:<delay>' (OnDeath:hl3cardgame:gaben). Everything beyond the output name is optional.

RemoveOutput <string>

Removes all instances of the named output on this entity. Wildcards are supported, meaning you could just pass '*' to wipe all outputs from this entity.

AcceptInput <string>

Fires the named input on this entity. Format: '<input name>:<parameter>:<activator>:<caller>:<output ID>' (SetTarget:cheese). Everything beyond the input name is optional. Mind the fact this is arranged differently from FireOutput, having the parameter right after the input name.

CancelPending <void>

Cancels any events fired by this entity that are currently pending in the I/O event queue.

FreeChildren <void>

Unparents all direct children of this entity.

SetLocalVelocity <vector>

Sets this entity's current velocity.

SetLocalAngularVelocity <vector>

Sets this entity's current angular velocity.

AddSpawnFlags <integer>

Adds spawnflag(s) to this entity. Many spawnflags have their respective numbers suffixed in this FGD.

RemoveSpawnFlags <integer>

Removes spawnflag(s) to this entity. Many spawnflags have their respective numbers suffixed in this FGD.

AddSolidFlags <integer>

Adds solid flags to this entity.

RemoveSolidFlags <integer>

Removes solid flags from this entity.

ChangeVariable <string>

Similar to AddOutput, except it changes an internal variable similar to logic_datadesc_accessor instead. Very dangerous, use with care.

SetHealth <integer>

Sets this entity's health.

AddHealth <integer>

Adds to this entity's health.

RemoveHealth <integer>

Removes from this entity's health.

SetMaxHealth <integer>

Sets this entity's max health.

SetEntityName <target_destination>

Sets this entity's name that other entities should refer to it by.

SetTarget <target_destination>

Sets this entity's target. This is specific to certain entities, particularly logic entities that involve a target.

SetOwnerEntity <target_destination>

Sets this entity's owner entity. This has nothing to do with parenting and has more to do with collision and kill credits.

SetThinkNull <void>

Sets this entity's general think function to null. Behavior varies from entity to entity..

Touch <target_destination>

Simulates this entity touching the specified entity.

Outputs

OnAllBlocked <void>

Fires when all the hint nodes are blocked.

Inherited from BaseNPCMaker

OnSpawnNPC <target_destination>

Fired when an NPC is spawned. The activator is the NPC, and the parameter is a pointer to the NPC.

OnAllSpawned <void>

Fired when the spawned is exhausted (all children have been spawned).

OnAllSpawnedDead <void>

Fired when the spawner is exhausted (all children have been spawned) and all spawned children have died.

OnAllLiveChildrenDead <void>

Fired when all spawned children have died. This does not mean the spawner is exhausted, so a new child may be spawned any time after this (unless the maker is disabled).

Inherited from BaseEntityPoint

OnUser1 <void>

Fired in response to FireUser1 input.

OnUser2 <void>

Fired in response to FireUser2 input.

OnUser3 <void>

Fired in response to FireUser3 input.

OnUser4 <void>

Fired in response to FireUser4 input.

OutUser1 <string>

Fires in response to PassUser1 input, with the parameter passed through unchanged.

OutUser2 <string>

Fires in response to PassUser2 input, with the parameter passed through unchanged.

OutUser3 <string>

Fires in response to PassUser3 input, with the parameter passed through unchanged.

OutUser4 <string>

Fires in response to PassUser4 input, with the parameter passed through unchanged.