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npc_citizen

is a point entity available in the Half-Life 2 series.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.

In code, it is represented by class CNPC_Citizen , defined in npc_citizen17.h .

Note: flags, Some keyvalues inputs , or outputs might not affect an NPC , based on the functionality and coding of the NPC.

Dedicated Console Variables

Dedicated Console Variables:

ai_citizen_debug_commander <bool> When a citizen is selected with ent_text , provides additional information about how the citizen processes commands from the player. g_ai_citizen_show_enemy <bool> When a citizen is selected with ent_text [confirm], draws a line from the citizen's eyes to the eyes of its enemy during combat. npc_citizen_auto_player_squad <bool> Makes the citizens automatically join the player's squad as long as they're within a minimum distance to the player and a squad slot is available. npc_citizen_auto_player_squad_allow_use <bool> If set to 1, makes the citizens join/unjoin the player's squad when they +USE the citizen, as long as a squad slot is available. npc_citizen_explosive_resist <bool> Resistance against exposions. npc_citizen_insignia <bool> Places chefhat.mdl on the heads of citizens in the player's squad. npc_citizen_squad_marker <bool> Adds a small marker under their feet when the citizens are in the player's squad. sk_citizen_giveammo_player_delay <float> Time between ammo assistances. sk_citizen_heal_ally <int> Amount of health to heal allies for. sk_citizen_heal_ally_delay <float> Time between medical assistances for allies. sk_citizen_heal_player <int> Amount of health to heal players for. sk_citizen_heal_player_delay <float> Time between medical assistances. sk_citizen_heal_player_min_forced <int> Players must be at least this far from their max health before medics can heal them again. sk_citizen_heal_player_min_pct <float> How much health a NPC has to have before medics will consider healing them. Target's health * this variable. sk_citizen_health <int> A citizen's spawn health. sk_citizen_player_stare_dist <float> How far medics have to be from the player to register healing requests from staring. sk_citizen_player_stare_time <float> How long a player has to stare at a medic before they give them health. sk_citizen_stare_heal_time <float> How long to wait after healing someone before medics can resume stare healing request behavior.

Keyvalues

Weapons <choices> Weapon to spawn with. SMG1

AR2

Stun Stick

Crowbar Note: You can name the citizen "matt" for this to show up as a pipe.

Shotgun

Beer bottle (Not coded - Don't use)

Beer bottle2 (Not coded - Don't use)

RPG

Nothing

Ammo To Resupply <choices> If the appropriate spawnflag is set, the citizen will attempt to get close to the player and pass this type of ammunition when he/she runs low. Pistol

SMG1

SMG1 grenade

AR2

Shotgun

RPG

Grenade

Crossbow Bolt

Amount Of Ammo To Give <int> Amount of ammo the NPC has (in total) to give to the player. Type <choices> Changes the citizen's appearance (but not behaviour). Default: The hardcoded default for the given chapter. All custom maps use Downtrodden.

The hardcoded default for the given chapter. All custom maps use Downtrodden. Downtrodden: The normal blue civil outfit.

The normal blue civil outfit. Refugee: A more ragged and torn civil outfit. Some models use a beige shirt.

A more ragged and torn civil outfit. Some models use a beige shirt. Rebel: The rebel outfit.

The rebel outfit. Unique: Only uses what is stored in the "model" keyvalue. This can be used if you want to use a different model from other citizens, like Odessa Cubbage. Warning: The Random Head spawnflag should always be disabled when using Unique citizens.

Expression Type <choices> Ambient facial animation.

Literal Value Description 0 Random 1 Scared 2 Normal 3 Angry

Model <choices> Various model overrides. With the Random Head spawnflag, any of these models except for Cheaple and Odessa may be chosen. Cheaple Male 1 is a low-detail model that only works if Type is Downtrodden or Unique .

is a low-detail model that only works if is or . Odessa. DO NOT USE. is Colonel Odessa Cubbage. Only works if Type is set to Unique. This field accepts arbitrary paths (e.g. models\alyx.mdl ). Use the Unique citizen type if you want to make use of this. Expression Override <string> Facial expression override Fire Output When Nav Is Blocked? <bool> Fires an output when the Citizen's movement fails because he/she is blocked by a dynamic object. Permanent Squad Member? <bool> (in all games since A permanent squad member cannot leave the player's squad unless killed or explicitly removed by entity I/O. Only use this if you're sure you want to override the default AI. Deny Command Speech Concept <string> (in all games since If you want your citizens to squad with the player but not obey commands the player gives to move the squad, put a concept here and this citizen will speak the concept instead of obeying the order.

Parentname: Parent (parentname) <targetname> Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma. PlayerCompanion: Always transition <bool> (in all games since This NPC will always teleport to a Player Squad Transition Point if they're not within the trigger_transition. Prevent picking up weapons? <bool> (in all games since This NPC will NOT be allowed to pick up weapons they find on the ground. Is this a vital ally? <bool> (in all games since This NPC will cause the game to end if killed. TalkNPC: Use Sentence <string> Sentence spoken when the NPC gets used by a player Un-Use Sentence <string> Sentence spoken NPC gets used again Don't Use Speech Semaphore <boolean> 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. BaseNPC: Relationship <string> !FGD <string|targetname or classname> <string|disposition> <int|rank> Changes whether this NPC likes or dislikes certain others. Used like the ai_relationship entity, with this NPC as the subject. This keyvalue is not included in Valve's FGDs. Values for disposition are: D_HT : Hate

: Hate D_FR : Fear

: Fear D_LI : Like

: Like D_NU : Neutral 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, but 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 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> Prefer visible enemies, regardless of distance or relationship priority Physics Impact Damage Scale (physdamagescale) <float> 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. DamageFilter: Damage Filter (damagefilter) <targetname> Name of the filter_damage_type entity that controls which entities can damage us. ResponseContext: Response Contexts (ResponseContext) <string> Pre-defined response system context{s} for this entity. Format is key:value,key:value,... When this entity speaks, the list of keys & values will be passed to the response rules system. Shadow: Disable Shadows (disableshadows) <boolean> Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a prop_static . Does not affect shadow mapping. Disable ShadowDepth (disableshadowdepth) <boolean> (in all games since Used to disable rendering into shadow depth (for projected textures) for this entity. Projected Texture Cache (shadowdepthnocache) <choices> (in all games since 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. 0 : Default

1 : No cache - render every frame

2 : Cache it - render only once Disable flashlight (disableflashlight) <boolean> (in all games since Used to disable projected texture lighting and shadows on this entity. RenderFields: Render Mode (rendermode) <choices> Set a non-standard rendering mode on this entity. 0: Normal

1: Color

2: Texture

3: Glow

4: Solid/Alphatest

5: Additive

6: Removed, does nothing

7: Additive Fractional Frame

8: Alpha Add

9: World Space Glow

10: Don't Render ᅠ Render FX / Transparency (0 - 255) (renderamt) <integer> Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible. Render Color (R G B) (rendercolor) <color255> Color tint. Disable Receiving Shadows (disablereceiveshadows) <boolean> Prevent the entity from receiving shadows on itself. RenderFXChoices: Render FX (renderfx) <choices> Preset pattern of appearance effects. 0: None

None 1: Slow Pulse

Slow Pulse 2: Fast Pulse

Fast Pulse 3: Slow Wide Pulse

Slow Wide Pulse 4: Fast Wide Pulse

Fast Wide Pulse 5: Slow Fade Away

Slow Fade Away 6: Fast Fade Away

Fast Fade Away 7: Slow Become Solid

Slow Become Solid 8: Fast Become Solid

Fast Become Solid 9: Slow Strobe

Slow Strobe 10: Fast Strobe

Fast Strobe 11: Faster Strobe

Faster Strobe 12: Slow Flicker

Slow Flicker 13: Fast Flicker

Fast Flicker 14: Constant Glow

Constant Glow 15: Distort

Distort 16: Hologram (Distort + fade)

Hologram (Distort + fade) 17: Scale Up

Scale Up 18: Glowing Shell (OBSOLETE)

Glowing Shell (OBSOLETE) 19: Clamp Minimum Scale (OBSOLETE)

Clamp Minimum Scale (OBSOLETE) 20: Environmental Rain (OBSOLETE)

Environmental Rain (OBSOLETE) 21: Environmental Snow (OBSOLETE)

Environmental Snow (OBSOLETE) 22: Spotlight FX

Spotlight FX 23: Ragdoll

Ragdoll 24: Fade Wider Pulse ᅠ

Angles: Pitch Yaw Roll (Y Z X) (angles) <angle> 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. Targetname: Name (targetname) <string> The targetname that other entities refer to this entity by. Entity Scripts (vscripts) <scriptlist> (in all games since Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions. Script think function (thinkfunction) <string> (in all games since Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call. Note: Try to avoid expensive operations in this function, as it may cause performance problems. GMODSandbox: Allow Physics Gun (gmod_allowphysgun) <boolean> only in in If set, players cannot use Physics Gun on this entity. Sandbox Tool Whitelist (gmod_allowtools) <string> only in in If set, only given tools can be used on this entity. You need to supply the tool class names, the names of the .lua files of those tools. This also includes the context menu properties!

Flags



[ 1 ] : Wait Till Seen

Prevents this NPC from seeing (or being seen) until it enters a player's viewcone.

[ 2 ] : Gag (No IDLE sounds until angry)

] : [ 4 ] : Fall to ground (unchecked means *teleport* to ground)

] : [ 8 ] : Drop Healthkit

Causes this NPC to drop an item_healthvial upon dying.

[ 16 ] : Efficient - Don't acquire enemies or avoid obstacles

] : [ 128 ] : Wait For Script

Forces this NPC to "wait" in an idle state until it finishes playing a scripted_sequence .

[ 256 ] : Long Visibility/Shoot

By default, increases a NPC's sight range to 6,000 units and allows it to attack from anywhere within that distance.

[ 512 ] : Fade Corpse

] : [ 1024 ] : Think outside PVS

Allows this NPC to run its regular AI outside of any player's PVS.

[ 2048 ] : Template NPC

Marks this NPC as a template for entities like npc_template_maker . The NPC will not spawn on its own. This is not needed for point_template .

[ 4096 ] : Do Alternate collision for this NPC (player avoidance)

Note: This flag is disabled in episodic for player companions because the StartScripting input does this.

[ 8192 ] : Don't drop weapons

] : [ 16384 ] : Ignore player push (in all games since

Don't give way to player

65536 : Follow player on spawn : Causes the citizen to follow the player when it spawns. It won't join the player's squad until it gets close enough.

131072 : Medic : Turns the citizen into a medic that can heal the player and other NPCs in its squad. Citizens with the "Rebel" citizen type adopt a medic uniform.

Warning: In regular Half-Life 2, medics do not account for the player's Z position when giving health. For example, the player could be on the edge of a ledge, and a medic can give them health despite being a considerable distance below. This has been fixed in Episode One and Episode Two.

Bug: Medics don't correctly account for relationship when checking to heal a target, so citizens hostile to the player can still heal them.

Code Fix: This can be fixed in CNPC_Citizen::ShouldHealTarget() by changing the first disposition check to check for pTarget , not !pTarget .

262144 : Random Head : Randomizes the citizen's model in between all available heads from the chosen citizen type.

524288 : Ammo Resupplier : Turns the citizen into an ammo resupplier that can replenish the player's ammo.

1048576 : Not Commandable : Prevents the citizen from joining the player's squad.

2097152 : Don't use speech semaphore (Obsolete: use the keyvalue)

4194304 : Random male head : Randomizes the citizen's model in between all male heads from the chosen citizen type. Leaving the original Random Head spawnflag enabled is optional.

spawnflag enabled is optional. 8388608 : Random female head : Randomizes the citizen's model in between all female heads from the chosen citizen type. Leaving the original Random Head spawnflag enabled is optional.

spawnflag enabled is optional. 16777216 : Use RenderBox in ActBusies. Note: This makes the collision hull surround the model rather than using the human hull. It's more computationally expensive, but necessary when ActBusies involve close proximity to other props/geometry or animate the citizens in a more dynamic way.

Inputs

SetExpressionOverride <string> Set facial expression override StartPatrolling Patrol whenever I'm idle or alert. StopPatrolling Stop patrolling when I'm idle or alert. SetCommandable <bool> Make a previously uncommandable citizen commandable SetMedicOn Set the medic flag on. Will not change the model or skin of the citizen. SetMedicOff Set the medic flag off. Will not change the model or skin of the citizen. SetAmmoResupplierOn Set the ammo-resupplier flag on. Will not change the model or skin of the citizen. SetAmmoResupplierOff Set the ammo-resupplier flag off. Will not change the model or skin of the citizen. SetReadinessLow Set readiness to calmest state (Bored) SetReadinessMedium Set readiness to moderate (Alert) SetReadinessHigh Set readiness to highest. (Combat imminent) LockReadiness <float> Lock readiness at current setting for x seconds -1 = forever, 0 = unlock now GiveWeapon <classname> Gives the NPC the specified weapon - excluded from FGD SpeakIdleResponse Forces the NPC to speak an idle response - excluded from FGD RemoveFromPlayerSquad (in all games since Remove from player squad, instantly. SetReadinessPanic (in all games since Set readiness to panic state (Special)

Outputs

OnJoinedPlayerSquad Fires when joins player squad OnLeftPlayerSquad Fires when leaves player squad (doesn't include death or deletion) OnFollowOrder Fires when ordered to follow player OnStationOrder Fires when ordered to a location by player OnPlayerUse Fires when a player +USEs the citizen. (activator is the player) OnNavFailBlocked Fires when this Citizen's movement fails because he/she is blocked by a dynamic object.

BaseNPC: