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

NPC npc_headcrab_poison

Black Poison Headcrab

KeyValues

Inherited from BaseHeadcrab

Start burrowed <boolean> = No

No description provided.

spawnflags <flags>

No description provided.

Possible Flags:

Name Value Default
Start hidden 65536
Start hanging from ceiling 131072

Inherited from BaseNPC

Target Path Corner <target_destination>

If set, the name of a path corner entity that this NPC will walk to, after spawning.

Expression Override <sound>

Enter a VCD file to override facial expressions on this NPC.

Don't Use Speech Semaphore? <choices> = No (Use speech semaphore) (0)

Friendly NPCs are not allowed to speak if another friendly NPC is speaking. In some cases we don't want speaking NPCs to prevent other NPCs from speaking (for instance, if there is a friendly NPC speaking for a long time on a monitor). To make this NPC not prevent other NPCs from talking, make it not grab the semaphore when it speaks.

Possible Values:

Name Value
No (Use speech semaphore) 0
Yes (Don't use speech semaphore) 1

Inherited from BaseLogicalNPC

Health <integer>

Overrides the NPC's default health. Cannot be higher than Max Health.

Max Health <integer>

Overrides the NPC's max health. Health cannot exceed this amount.

Squad Name <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 <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 <boolean> = No

Limits NPC to using specified hint group for navigation requests, but does not limit local navigation.

Weapon Held <choices> = Nothing (0)

Gives the NPC a weapon. NPCs may attack oddly or not attack if they don't know how to use a particular weapon.

Possible Values:

Name Value
Nothing 0

Relationship <string>

Changes whether this NPC likes or dislikes certain others. Format is: <string|targetname or classname> <string|disposition> <integer|rank>. Values for disposition are: D_HT (Hate), D_FR (Fear), D_LI (Like), D_NU, (Neutral).

Sleep State <choices> = None (0)

Holds the NPC in stasis until specified condition. See also 'Wake Radius' and 'Wake Squad'.

Possible Values:

Name Value
None 0
Waiting for threat 1
Waiting for PVS 2
Waiting for input, ignore PVS 3
Auto PVS 4
Auto PVS after PVS 5

Wake Radius <float> = 0

Auto-wake if player within this distance

Wake Squad <boolean> = No

Wake all of the NPCs squadmates if the NPC is woken

Enemy Filter <filterclass>

Filter by which to filter potential enemies

Ignore unseen enemies <boolean> = No

Prefer visible enemies, regardless of distance or relationship priority

Physics Impact Damage Scale <float> = 1.0

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.

Local Velocity <vector>

Velocity generated by the entity, can cause strange behavior if changed with AddOutput.

Base Velocity <vector>

Velocity to start with on spawn. Can be changed with AddOutput, where it will be immediately added.

Angular Velocity <vector>

Angular velocity to start with on spawn. Can be changed with AddOutput, where it will be immediately added.

Water Level <choices> = Not in Water (0)

Current water level of the entity, can cause strange behavior if changed with AddOutput.

Possible Values:

Name Value
Not in Water 0
Feet 1
Waist 2
Eyes 3

Inherited from BaseEntityAnimating

Effect Flags <choices> = None (0)

For configuring visual effects. If you want to combine effects, turn SmartEdit off and add the effect numbers together, i.e. 64 + 8 = 72.

Possible Values:

Name Value
None 0
Bonemerge always, very expensive!! 1
Bright, dynamic light at entity origin 2
Dim, dynamic light at entity origin 4
No movement interpolation 8
Don't cast shadows 16
Don't draw entity (entity is fully ignored by clients, NOT server) 32
Don't receive dynamic shadows 64
Bonemerge only in PVS, better performance but prone to disappearing. Use with Bonemerge. 128
Blinking glow 256
Flag parent as always animating and realign each frame 512
Mark for fast reflections 1024
No shadow depth, for use with env_cascade_light 2048
Dont cache in shadow depthmap (render every frame) 4096
No flashlight 8192
No CSM 16384

Collisions <choices> = VPhysics (6)

Method of collision for this entity. Can be changed at runtime with AddOutput.

Possible Values:

Name Value
None 0
BSP (QPhysics) 1
Bounding Box 2
Oriented Bounding Box 3
Oriented Bounding Box, constrained to Yaw only 4
Custom (defined per-entity, if not defined the entity will have bizarre collision behavior) 5
VPhysics 6

Bodygroup <integer> = 0

Body Groups allow turning on and off parts of a model, so sections can be shown or hidden dynamically.

(Set) Body Group <integer> = 0

Identical to Body Group (body), ask Valve why this is duplicated. Body Groups allow turning on and off parts of a model, so sections can be shown or hidden dynamically.

Texture Frame <integer>

The frame number for any animated textures on this entity.

Hitbox Set <string>

Sets the $hboxset to use for collision testing.

Model Scale <float>

A multiplier for the size of the model.

Lighting Origin <target_destination>

Select any entity (not info_lighting!) from which to sample lighting instead of the entity's origin.

Lighting Origin Offset <target_destination>

The info_lighting_relative from which to sample lighting instead of the entity's origin.

Start Fade Distance/Pixels <float>

Distance at which the entity starts fading. If <0, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox.

End Fade Distance/Pixels <float>

Distance at which the entity ends fading. If <0, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.

Fade Scale <float> = 1

If you specify a fade in the worldspawn, then the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified.This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades. Numbers smaller than 1 cause the prop to fade out at further distances, and greater than 1 cause it to fade out at closer distances.

Shadow Cast Distance <integer>

Sets how far the entity casts dynamic shadows, in units. 0 means default distance from the shadow_control entity.

Disable Shadows? <boolean> = No

Prevent the entity from creating cheap render-to-texture/dynamic shadows.

Disable Receiving Shadows? <boolean> = No

Prevents dynamic shadows (e.g. player and prop shadows) from appearing on this entity.

Disable ShadowDepth <boolean> = No

Used to disable rendering into shadow depth (for flashlight) for this entity.

Projected Texture Cache <choices> = Default (0)

Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.

Possible Values:

Name Value
Default 0
No cache = render every frame 1
Cache it = render only once 2

Disable flashlight <boolean> = No

Used to disable flashlight (env_projectedtexture) lighting and shadows on this entity.

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'.

Inherited from RenderFields

Render Mode <choices> = Normal (0)

Used to set a non-standard rendering mode on this entity. See also 'FX Amount' and 'FX Color'.* Color & Texture = srca+dest(1-a)* Glow = srca + dest, fixed on screen for sprites Solid = Performs alphatest transparency* Additive = srca + dest Additive FF = blend between sprite nimation frames* Alpha Add = src + dest*(1-a)* World Space Glow = src*a + dest

Possible Values:

Name Value
Normal 0
Color 1
Texture 2
Glow 3
Solid 4
Additive 5
Additive Fractional Frame 7
Additive Alpha 8
World Space Glow 9
Don't Render 10

FX Color (R G B) <color255> = 255 255 255

A color to mix with the model/sprite.

FX Alpha (0 - 255) <integer> = 255

Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.

Render FX <choices> = Normal (0)

Various somewhat legacy alpha effects. Material Proxies are more modern.

Possible Values:

Name Value
Normal 0
Slow Pulse 1
Fast Pulse 2
Slow Wide Pulse 3
Fast Wide Pulse 4
Slow Strobe 9
Fast Strobe 10
Faster Strobe 11
Slow Flicker 12
Fast Flicker 13
Slow Fade Away 5
Fast Fade Away 6
Slow Become Solid 7
Fast Become Solid 8
Constant Glow 14
Fade Out 15
Fade In 16
Pulse Fast Wider 17
Glow Shell 18

Disable Receiving Shadows <boolean> = No

No description provided.

View ID nodraw <choices> = Draw normally (0)

This keyvalue can control whether an entity should only draw on things like monitors or mirrors, or the opposite. The code for this is { m_iViewHideFlags & (1 << CurrentViewID()) } and supports any combination of view IDs.

Possible Values:

Name Value
Draw normally 0
Hide in main view (player's eyes) 193
Hide in cameras 36
Hide in mirrors/water 24
Hide in cameras and mirrors/water 60
Hide in 3D skybox 2
Hide projected texture shadows 128

Inherited from Reflection

Render in Fast Reflections <boolean> = No

If enabled, causes this entity/prop to to render in fast water reflections (i.e. when a water material specifies $reflectonlymarkedentities) and in the world impostor pass.

Inherited from DamageFilter

Damage Filter <filterclass>

Name of the filter entity that controls which entities can damage us.

Inputs

Inherited from BaseHeadcrab

Unburrow <void>

Unburrow

StartHangingFromCeiling <void>

Start hanging from ceiling.

DropFromCeiling <void>

Drop if hanging from ceiling.

Inherited from BaseNPC

SetBodyGroup <integer>

HACK: Sets this NPC's body group (from 0 - n). You'd better know what you are doing!

SetExpressionOverride <string>

Set a VCD file to override facial expressions on this NPC.

Inherited from BaseLogicalNPC

SetRelationship <string>

Changes this entity's relationship with another entity or class. Format: <entityname/classname> <D_HT/D_FR/D_LI/D_NU> <priority>

SetEnemyFilter <target_destination>

Changes this NPC's enemy filter to the named filter.

SetHealth <integer>

Set this NPC's health.

PhysDamageScale <float>

Sets the value that scales damage energy when this character is hit by a physics object. NOTE: 0 means this feature is disabled for backwards compatibility.

Break <void>

Makes the NPC die and disappear.

StartScripting <void>

Enter scripting state. In this state, 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 NPC's idle speech, and so on.

StopScripting <void>

Exit scripting state.

SetSquad <string>

Set the name of this NPC's squad. It will be removed from any existing squad automatically. Leaving the parameter blank will remove the NPC from any existing squad.

Wake <void>

Wakes up the NPC if it is sleeping.

ForgetEntity <target_destination>

Clears out the NPC's knowledge of a named entity.

GagEnable <void>

Turn on the NPC Gag flag. NPC won't speak outside of choreographed scenes.

GagDisable <void>

Turn off the NPC Gag flag.

IgnoreDangerSounds <float>

Ignore danger sounds for the specified number of seconds.

HolsterWeapon <void>

Force the NPC to holster their weapon. Ignored if the NPC is scripting, if the NPC's weapon is already holstered, or if the NPC doesn't use weapons.

HolsterAndDestroyWeapon <void>

Identical to HolsterWeapon, except the weapon is destroyed once it has been holstered and concealed.

UnholsterWeapon <void>

Force the NPC to draw their weapon. Ignored if the NPC is scripting, if the NPC's weapon is already drawn, or if the NPC doesn't use weapons.

ForceInteractionWithNPC <string>

Force the NPC to use a dynamic interaction with another NPC. Parameter format: <target NPC name> <dynamic interaction name>

UpdateEnemyMemory <string>

Update (or Create) this NPC's memory of an enemy and its location

BecomeRagdoll <void>

This NPC will instantly become a ragdoll with ZERO force (just go limp). OnDeath, OnHalfHealth, etc. Outputs will NOT BE FIRED.

Inherited from BaseEntityAnimating

Skin <integer>

Changes the model skin to the specified number.

Ignite <void>

Makes the entity catch on fire indefinitely.

IgniteLifetime <float>

Makes the entity catch on fire for a given amount of time.

IgniteNumHitboxFires <integer>

Makes the entity catch on fire with a given number of hitbox fire particles.

IgniteHitboxFireScale <float>

Makes the entity catch on fire with a given scale for hitbox fire particles.

SetLightingOrigin <string>

Sets the entity to use as the entity's lighting origin. Any entity can be used.

SetLightingOriginHack <string>

Offsets the entity's lighting origin by their distance from an info_lighting_relative.

fademindist <float>

Sets distance at which the entity starts fading. If <0, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox.

fademaxdist <float>

Sets distance at which the entity ends fading. If <0, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.

DisableShadow <void>

Allows the entity to draw a render target (dynamic) shadow.

EnableShadow <void>

Prevents the entity from drawing a render target (dynamic) shadow.

DisableReceivingFlashlight <void>

This object will not recieve light or shadows from projected textures (flashlights).

EnableReceivingFlashlight <void>

This object may recieve light or shadows from projected textures (flashlights).

AlternativeSorting <boolean>

Used to attempt to fix sorting problems when rendering. True activates, false deactivates

SetModelScale <vector>

Sets the scale of the model. Secondary parameter (space delimited) sets the duration of time to scale the model.

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.

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.

Inherited from RenderFields

Alpha <integer>

Set the entity's alpha (0 - 255).

Color <color255>

Set the entity's color (R G B).

SetRenderMode <integer>

Sets this entity's render mode.

SetRenderFX <integer>

Sets this entity's render FX.

SetViewHideFlags <integer>

Sets this entity's view ID nodraw flags (takes raw flag combination).

AddEffects <integer>

Adds an entity effect.

RemoveEffects <integer>

Removes an entity effect.

EnableDraw <void>

Draws an entity if it is not drawn. Equivalent to RemoveEffects > 32.

DisableDraw <void>

Undraws an entity if it is drawn. Equivalent to AddEffects > 32.

AddEFlags <integer>

Adds an entity flag. NOTE: Entity flags are not the spawn flags you see in Hammer. Use AddSpawnFlags to add spawnflags.

RemoveEFlags <integer>

Removes an entity flag. NOTE: Entity flags are not the spawn flags you see in Hammer. Use RemoveSpawnFlags to remove spawnflags.

SetCollisionGroup <integer>

Sets this entity's collision group.

Inherited from Reflection

DisableDrawInFastReflection <void>

Turns off rendering of this entity in reflections when using $reflectonlymarkedentities in water material.

EnableDrawInFastReflection <void>

Turn on rendering of this entity in reflections when using $reflectonlymarkedentities in water material.

Inherited from DamageFilter

SetDamageFilter <target_destination>

Sets the entity to use as damage filter. Pass in an empty string to clear the damage filter.

Outputs

Inherited from BaseLogicalNPC

OnDamaged <void>

Fired when this NPC takes damage.

OnDeath <void>

Fired when this NPC is killed.

OnHalfHealth <void>

Fired when this NPC reaches half of its maximum health.

OnHearWorld <void>

Fired when this NPC hears a sound (other than combat or the player).

OnHearPlayer <void>

Fired when this NPC hears the player.

OnHearCombat <void>

Fired when this NPC hears combat sounds.

OnFoundEnemy <string>

Fired when this NPC establishes line of sight to its enemy (outputs entity).

OnLostEnemyLOS <void>

Fired when this NPC loses line of sight to its enemy.

OnLostEnemy <void>

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.

OnFoundPlayer <string>

Fired when this NPC establishes line of sight to its enemy, and that enemy is a player (outputs player entity).

OnLostPlayerLOS <void>

Fired when this NPC loses line of sight to its enemy, and that enemy is a player.

OnLostPlayer <void>

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.

OnDamagedByPlayer <void>

Fired when this NPC is hurt by a player.

OnDamagedByPlayerSquad <void>

Fired when this NPC is hurt by a player OR by one of the player's squadmates.

OnDenyCommanderUse <void>

Fired when this NPC has refused to join the player's squad.

OnSleep <void>

Fired when this NPC enters a sleep state.

OnWake <void>

Fired when this NPC comes out of a sleep state.

OnForcedInteractionStarted <void>

Fired when the NPC starts a forced interaction.

OnForcedInteractionAborted <void>

Fired when the NPC aborts a forced interaction for some reason (target NPC died, couldn't be pathed to, etc)

OnForcedInteractionFinished <void>

NPCs in actbusies can no longer perform dynamic interactions.

Inherited from BaseEntityAnimating

OnIgnite <void>

Fired when this object catches fire.

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.