Spawn an NPC

Pick a type, pick a model for it, then place it on the map with your crosshair.

In the menus: ESC → Design → NPCs → SPAWN NPC...

Fill in the spawn form

Leave Kind: on NPC.

Switching it to Vehicle rebuilds the panel, covered on spawn a vehicle.

The default npc type is a passive human in the saboteur body, carrying no weapon.

Choose npc-1shot for an NPC with one hit point. Neutral NPCs you spawn do not choose enemies automatically.

Use COMBAT to direct their fire.

For anything else, select CHANGE FROM DEFAULT NPC and use Find: and SEARCH.

Every row on the right is optional:

  • Display name: the floating name shown above the NPC
  • Model: overrides the body the type would wear, and PICK browses for one
  • Emote: the pose the NPC holds from the moment it lands
  • Walk style: Normal, Drunk, Injured, Happy, Strut, Heavy, Dejected or Stomp
  • Turn to face players: makes it turn towards a player who stands close and looks at it
  • Route: sends it along one of the 10 plotted routes
  • Weapon: USE TYPE DEFAULT keeps the type's loadout, while NONE leaves it unarmed. Look and behaviour covers changing it later.

Right-click a supported gun in the weapon picker to choose its skin. Selecting the gun normally uses Stock.

Set the display name here if you can. An NPC without one cannot be made to speak. Name an NPC covers it.

Pick a model

PICK beside Model: opens the NPC MODEL browser, a 2-level text list with no preview. The first level lists every folder under models/players, the second lists that model's skins.

In Use lists character models used on the map, including scene NPCs, beside Favourites and Current.

Nothing is filtered out. A name starting with _, such as _humanoid, is shared animation data rather than a body.

Place the NPC in the world

Select PLACE IN WORLD. A translucent copy of the NPC follows your crosshair, already wearing your model and playing your chosen emote.

The ghost starts at your crosshair.

  • X swaps it between your crosshair and your own feet.
  • MOUSE1 stamps an NPC and the mode stays up.
  • R takes back the latest placement from your shared placement undo stack.
  • MOUSE2 reopens SPAWN NPC with every field still filled in.
  • TAB walks 3 dials, which the wheel then turns:
    • Yaw turns the NPC, 5 degrees a notch
    • Scale runs from 50 to 200 per cent
    • Grid snaps the ghost to a lattice of 4 to 128 units, or is off

Prefer the console?

The slots are positional, so a - holds an empty one open.

With no position the NPC lands about 64 units in front of you. at <mark> uses a saved placemark and faces the way the mark faces.