Enemies and NPCs
The Enemies and NPCs category lists every entity with a combatant component. Enemies, bosses and friendly NPCs all use that component. Studio cannot tell their side apart, so they share one category. Every other entity is in Entities.
Find an enemy
- Open the Assets tab of the asset browser.
- Choose Enemies and NPCs, or type a name such as
Legionaryin the search box. - Pick a type in the Type list to narrow the list.
The type is the enemy’s display name. An enemy with no display name uses its object type, such as
biped. One with neither is Unnamed.
What the viewer shows
The model is on the left, or on top when the panel is narrow. The Components tab lists:
- The display name, the internal name, the object type and the package.
- A Damage section, when the entity has a damage config. It lists each damage part and pool.
- One section per component config. The combatant config comes first. Each section shows the component class, any model or prompt it links, and the strings the config holds. A role listed more than once gets one header with a node per config.
Press the open icon in a section to open that config as a plain asset. The Parts, Materials, Shaders, Related and Graph tabs work as they do for any entity.
Rank, look and shields
Many enemies change color with their rank or faction, and some parts show only while the game runs. The Parts tab sets both:
- Variant picks values such as rank (
type) andfaction. See Pick variant values. - Channels sets the values materials read, such as a Hydra’s shield. Each starts at the value the game holds while the enemy is alive and idle, where Studio can work it out. A Hydra opens with its shield plates on. See Set channel values. The same rest values apply wherever the entity is placed in a map.
Assets > Export full asset to Blender… uses the same choices.
Edit
Open a project first. Type a new value and press Enter. A damage value applies when you leave its field. Each change is one undo step.
An edit changes the config, not the enemy. Every enemy that uses the same config changes too.
| field | what it is | state |
|---|---|---|
| Local definition | The class 0x8080815F record. It gives the display name and the enemy’s action table (state machine, melee, jump, teleport). Changing it changes both. | may not work in game |
| Damage part scale, per-type scale, pool start fraction | Floats of the damage config, in the Damage section of the Components tab | may not work in game |
Studio refuses a Local definition value that is not a class 0x8080815F tag.
The part value under Health? is read only. Its meaning is assumed.
Not known
Studio does not show AI, weapons, loot or faction yet.
New and Clone are grayed out in both categories. Hover one to see why:
| category | action | reason |
|---|---|---|
| Enemies and NPCs | New | No AI, health or loot field is known. |
| Enemies and NPCs | Clone | Entity clone is not supported yet. |
| Entities | New | Use Import skinned model (Hob rig). |
| Entities | Clone | Nothing spawns or places a copy yet. |
Import a skinned model makes a new entity on the Hob rig. See Create content.