npc_clawscanner
npc_clawscanner
is a point entity available in Half-Life 2: Episode One.
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.

- This is a flying NPC that uses info_node_air, info_node_air_hint or path_tracks for AI navigation.

Dedicated Console Variables
- sk_scanner_health <int>
- A scanner's spawn health.
- sk_scanner_dmg_dive <int>
- Given damage by the scanner.
Keyvalues
CBaseCombatCharacter:
CAI_BaseNPC:
DamageFilter:
|
- SpotlightLength (spotlightlength) <integer>
- Lenght of the Scanner's spotlight.
- SpotlightWidth (spotlightwidth) <integer>
- Width of the Scanner's spotlight.
- SpotlightDisabled (spotlightdisabled) <boolean>
- Disables the Scanner's spotlight.
- Should inspect (ShouldInspect) <boolean>
- Only Inspect Players (OnlyInspectPlayers) <boolean>
- Ignores NPCs completely and instead only inspects and blinds the player.
- Never Inspect Players (NeverInspectPlayers) <boolean>
- Ignores the player completely and instead only inspects and blinds the NPCs.
Flags
- Wait Till Seen : [1]
- Prevents this NPC from seeing (or being seen) until it enters a player's viewcone.
- Gag : [2]
- Won't make IDLE sounds until it's angry.
- Fall to ground (unchecked means teleport to ground) : [4]
- Drop Healthkit : [8]
- Causes this NPC to drop an item_healthvial upon dying.
- Efficient : [16]
- Don't acquire enemies or avoid obstacles
- Wait For Script : [128]
- Forces this NPC to "wait" in an idle state until it finishes playing a scripted_sequence.
- Long Visibility/Shoot : [256]
- By default, increases a NPC's sight range to
6,000
units and allows it to attack from anywhere within that distance.
- Fade Corpse : [512]
- Think outside PVS : [1024]
- Allows this NPC to run its regular AI outside of any player's PVS.
- Template NPC : [2048]
- 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.
- Do Alternate collision for this NPC (player avoidance) : [4096]
- Don't drop weapons : [8192]
- Ignore player push : [16384] (in all games since
)
- Entity won't give way to player.
- 65536 : No Dynamic Light
- 131072 : Strider Scout Scanner
- This scanner moves faster and follows an npc_strider.
Bug:This doesn't work properly due to developer oversight. See below for possible fixes and workarounds.
Inputs
CAI_BaseNPC:
- ActivateSpeedModifier !FGD
- DisableSpeedModifier !FGD
- Break
- Smash into pieces. If this is not possible, disappear.
- BecomeRagdoll (in all games since
)
- Remove itself and instantly become a ragdoll with zero force (just go limp). OnDeath, etc. outputs will NOT be fired.
- ForceInteractionWithNPC <string> <string> (in all games since
)
- Force the NPC to use a dynamic interaction with another NPC. Syntax is <targetname> <dynamic interaction>.
- ForgetEntity <targetname >
- Clears out the NPC's knowledge of a named entity.
- UpdateEnemyMemory (in all games since
)
- Update (or create) this NPC's memory of of the given entity.
- GagEnable
- GagDisable
- Gagged NPCs won't speak (or moan, caw, etc.) unless made to be a choreographed scene.
- HolsterWeapon (in all games since
)
- UnholsterWeapon (in all games since
)
- Force the NPC to holster or unholster their weapon. Ignored if the NPC is scripting or if the NPC doesn't use weapons.
- HolsterAndDestroyWeapon (in all games since
)
- Same as
HolsterWeapon
, except the weapon is destroyed once it has been concealed.
- IgnoreDangerSounds <float >
- Ignore danger sounds for the specified number of seconds.
- InsideTransition !FGD
- OutsideTransition !FGD
- SetBodyGroup <integer >
- HACK: Sets this NPC's body group (from 0–n).
- SetEnemyFilter <string >
- SetHealth <integer >
- Set the NPC's health.
- SetMaxLookDistance <float > (only in
)
- Sets the maximum look distance for the NPC. Defaults are 2048 and 6000 for long range NPCs.
- SetRelationship <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.
- Values for
disposition
are:D_HT
: HateD_FR
: FearD_LI
: LikeD_NU
: Neutral
- SetSquad <string >
- Change the name of this NPC's squad. Leaving the parameter blank will remove the NPC from any existing squad.
- StartScripting
- StopScripting
- Enter/exit scripting state, where 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 NPCs' idle speech, and so on.
- Wake
- Wakes up the NPC if it is sleeping.
CBaseCombatCharacter:
- KilledNPC !FGD
- Tells the entity it killed something. Despite the name, this can include a player. This input will be automatically sent by the victim when they die.
- 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:
- DisableSpotlight
- Disables the Spotlight on top of the scanner when activated.
- InspectTargetPhoto <target_name_or_class>
- Tells the scanner to photograph the given entity, named by classname or by target name. !activator or !player works here also.
- InspectTargetSpotlight <target_name_or_class>
- Tells the scanner to spotlight the given entity, named by classname or by target name. !activator or !player works here also.
- SetFlightSpeed <integer >
- Sets the flight speed of the scanner.
- InputShouldInspect <boolean >
- Set whether should inspect or not.
- SetFollowTarget <target_name_or_class>
- Set target to follow until told otherwise.
- ClearFollowTarget
- Stop following our target.
- SetDistanceOverride <float >
- Override the distance the scanner will attempt to keep between inspection targets and itself.
- DeployMine
- Drop landmine (if carrying one).
- EquipMine
- Equip with landmine.
Outputs
|
- OnPhotographPlayer
- Fired any time the scanner takes a picture of the player (!activator is the player.).
- OnPhotographNPC
- Fired any time the scanner takes a picture of an NPC (!activator is the NPC).
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" ) ) )