Half Life Alyx NPC Console Commands

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Half Life Alyx NPC Console Commands

Half Life Alyx NPC Console Commands are an easy and free way to gain edge in Half Life Alyx NPC. To help you with these cheats and console commands, we are giving the complete list of working cheats and console commands for Half Life Alyx NPC. Not only I will provide you with the code list, but you will also learn how to enable these cheats step by step. So let’s begin!!


Half Life Alyx NPC Console Commands

Here you will find an updated and working list of cheats & console Commands.

Fully Working NPCs

  • npc_antlion
  • npc_barnacle (spawns on the floor, use the give command to spawn it in the air)
  • npc_combine_s
  • npc_crow
  • npc_headcrab
  • npc_headcrab_armored
  • npc_headcrab_black
  • npc_headcrab_runner
  • npc_manhack
  • npc_pigeon
  • npc_seagull
  • npc_zombie
  • npc_zombie_blind

Somewhat Working NPCs

These ones work fine, they just don’t have a model.

  • npc_clawscanner
  • npc_combinedropship
  • npc_combinegunship
  • npc_cscanner
  • npc_rollermine
  • npc_sniper
  • npc_strider

Almost Working NPCs

npc_metropolice (I gave it a model by moving the metrocop_choreo.vmdl model to where it wanted it to be and changed its name, it actually moves around and tries to shoot you, but it can’t.

Keyvalues

I’m pretty sure that’s what they’re called?

These are the things in the curly brackets, like the “additionalequipment weapon_ar2” in

ent_create npc_combine_s {additionalequipment weapon_ar2}

There’s quite a few of these, so I’ll split them up into NPC classes.

every npc

  • model [target_destination] Sets the model the NPC will use
  • squadname [string] Sets the NPC’s squad
  • targetname [string] Sets the NPC’s name

npc_zombie

  • bloater_position [choices] Position of the xen bloater on this zombie, if any.
    -1 : No Bloater, 0 : Chest, 2 : Left Arm, 3 : Right Arm, 4 : Left Leg, 5 : Right Leg
  • flinch_chance [float] Multiplies the base chance to play Interrupt Flinches. Set to 1 to leave it as is. 0 to never Interrupt Flinch.
  • held_object [target_destination] If set to the name of a prop_physics entity, the Zombie will start holding it, and then throw it at the first enemy encountered.
  • model_state [modelstatechoices] This would probably change the zombie type bodygroup, but I’m not sure how it works

npc_headcrab

  • revivable [boolean] This zombie can be revived by runner headcrabs
  • reviver_group [string] If set, this zombie will only be revived by Runner HCs with a matching reviver group.
  • spawnflags [65536; 131072] 65536 – Start hidden; 131072 – Start hanging from ceiling
  • sprint_proclivity [float] Increases the base chance to Sprint and duration of Sprints, while decreasing the cooldown between Sprints. Set to 1 to leave it as is. 0 to never Sprint.
  • startburrowed [boolean] Start burrowed
  • turret_position [choices] Position of the xen turret on this zombie, if any.
    0 : No Turret, 1 : Left Shoulder, 2 : Right Shoulder
  • waitforrevival [boolean] This zombie will spawn as a corpse and do nothing while it waits for a revival.

npc_headcrab_runner

  • reviver_group [string] If set, this Runner will only attempt to revive zombies with a matching reviver group.

npc_combine_s

  • grenade_proclivity [float] Multiplier on the chance to throw grenades, and delay between grenade throws. Set to 1 to leave as default. 0.5 would mean you have twice the chance to throw grenades, and you wait half as long as normal between throws (assuming you have a valid throw)
  • initial_manhack_delay [float] Delay before releasing manhacks after initial contact with an enemy.
  • is_medic [boolean] When true, will carry 4 health vials.
  • manhack_proclivity [float] Multiplier on the chance to deploy manhacks, and delay between manhack deployments. Set to 1 to leave as default. 0.5 would mean you have twice the chance to deploy manhacks, and you wait half as long as normal between deployments (assuming you have a valid deployment)
  • model [choices]
    models/characters/combine_grunt/combine_grunt.vmdl : Grunt, models/characters/combine_soldier_captain/combine_captain.vmdl : Officer, models/characters/combine_soldier_heavy/combine_soldier_heavy.vmdl : Charger, models/characters/combine_suppressor/combine_suppressor.vmdl : Suppressor
  • officer_reinforcements [integer] If this soldier is an Officer, it can call for reinforcements this many times.
  • prevent_grenade_explosive_removal [boolean] Prevent Grenade Removal On Explosive Damage
  • sentry_position_name [target_destination] Name of info_target entities used by Suppressors to position themselves, and all Soldiers in Defensive Tactical Variant.
  • tacticalvariant [choices]
    0 : Normal Tactics, 1 : OBSOLETE – Pressure the enemy (Keep advancing), 2 : OBSOLETE – Pressure until within 30ft, then normal, 3 : Defensive Stance towards Last Seen Position
  • use_VRstealth_outside_combat [boolean] Support VR player peeking before I’ve ever been in combat.
  • usemarch [choices] When true, will use a variety of more casual walking animations instead of the standard walk. For use in crowds. WARNING: this animation only has a north component. For use under very special circumstances only.
    0 : No, 2 : Yes

npc_antlion

  • eludedist [integer] Distance until eluded, only available when Burrow When Eluded is flagged
  • ignorebugbait [boolean] Ignore bugbait
  • radius [integer] Alert radius
  • spawnflags [choices]
    65536 : Burrow when eluded, 131072 : Use ground checks, 262144 : Worker type
  • startburrowed [boolean] Start burrowed
  • unburroweffects [boolean] Suppress unburrow effects

New cheats and console commands will be added to the list as soon as developers release them. So keep visiting this post.


Conclusion

So, now that you have commands and the process to enable them, use them to enjoy the game. If you need cheats for any other game, feel free to tell us in the comment section.

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