This article relates to the game "Half-Life: Blue Shift". Click here for more information.
This article relates to the game "Half-Life: Opposing Force". Click here for more information.
This article relates to the game "Half-Life". Click here for more information.

Monster scientist (GoldSrc): Difference between revisions

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(Created page with "{{HL1}} '''monster_scientist''' is a point entity available in Half-Life. ==Entity description== The Black Mesa science personnel. They can follow the player and administer...")
 
(maybe we should use altnames here?)
 
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{{HL1}} '''monster_scientist''' is a point entity available in [[Half-Life]].
{{hl topicon}}{{hlop4 topicon}}{{hlbs topicon}}
 
{{tabsBar|main=hls|base=monster_scientist}}
==Entity description==
[[File:monster_scientist.png|right|thumb|256px|The scientists in their original (top) and HD pack (bottom) forms.<br>From left to right: Glasses, Einstein, Luther, Slick]]
{{this is a|point entity|name=monster_scientist|game=Half-Life|game1=Half-Life: Opposing Force|game2=Half-Life: Blue Shift}}


The Black Mesa science personnel. They can follow the player and administer weak antidote for wounds. They're sometimes required in gameplay for access to otherwise restricted areas through retinal scanners.
The Black Mesa science personnel. They can follow the player and administer weak antidote for wounds. They're sometimes required in gameplay for access to otherwise restricted areas through retinal scanners.


{{Note|Using the "Pre-Disaster" spawnflag will make this entity refuse to follow the player.}}
{{Note|Using the "Pre-Disaster" spawnflag will make this entity refuse to follow the player.}}
{{altnames|In {{cs}}{{czero}}, {{mono|monster_scientist}} is an alias for {{ent|hostage_entity|engine=goldsrc}}.}}


== Keyvalues ==
== Keyvalues ==
{{NPCNote|goldsrc=1}}


{{KV|Name|string|The name of tne entity.}}
{{KV|Body|intn=body|choices|Only difference is appearance. Some alter the pitch of the sentences they speak.}}
{{KV|Target|target_destination|The [[path_track]] to travel to in a series of different points.}}
{{KV|Body|choices|Only difference is appearance. Some alter the pitch of the sentences they speak.}}
:{| class=standard-table
:{| class=standard-table
! Value || Description
! Value || Description
Line 17: Line 18:
| <code>-1</code> || Random
| <code>-1</code> || Random
|-
|-
| <code>0</code> || Glasses
| <code>0</code> || Glasses (aka "{{cow|Walter Bennet|Walter}}" or "[[Dr. Isaac Kleiner|Kleiner]]")
|-
|-
| <code>1</code> || Einstein
| <code>1</code> || Einstein (aka "[[user:GregCoomer|Coomer]]")
|-
|-
| <code>2</code> || Luther
| <code>2</code> || Luther (aka "[[Dr. Eli Vance|Eli]]")
|-
|-
| <code>3</code> || Slick
| <code>3</code> || Slick
|-
|-
|-
|}
|}
{{Hl1_kv_talkmonster}}
{{Hl1_kv_monster}}


== Flags ==
== GoldSrc flags ==
{{Fl BaseHL1NPC}}


* 1 : Wait Till Seen
== See also ==
* 2 : Gag (No IDLE sounds until angry)
* [[monster_scientist_dead_(GoldSrc)|monster_scientist_dead]], the dead scientist entity in {{hl|3.1}}.
* 4 : MonsterClip
* [[monster_human_scientist]], the evil human scientist entity in {{gunman|3.1}}.
* 8 : No wreckage
* 16 : Prisoner
* 64 : Start inactive
* 128 : Wait for script
* 256 : Pre-disaster
* 512 : Fade corpse
* 2048 : Not in Deathmatch (some entities don't have this set in their FGD, but it works for all entities if set).


[[Category:Half-Life]]
[[Category:Half-Life]]
[[Category:Half-Life 1 NPCs|S]]
[[Category:Half-Life Entities]]

Latest revision as of 12:40, 23 April 2025

The scientists in their original (top) and HD pack (bottom) forms.
From left to right: Glasses, Einstein, Luther, Slick

monster_scientist is a point entity available in Half-Life Half-Life, Half-Life: Opposing Force Half-Life: Opposing Force, and Half-Life: Blue Shift Half-Life: Blue Shift.

The Black Mesa science personnel. They can follow the player and administer weak antidote for wounds. They're sometimes required in gameplay for access to otherwise restricted areas through retinal scanners.

Note.pngNote:Using the "Pre-Disaster" spawnflag will make this entity refuse to follow the player.
AltNames.pngAltNames:In Counter-StrikeCounter-Strike: Condition Zero, monster_scientist is an alias for hostage_entity.

Keyvalues

Note.pngNote:Some keyvalues, spawnflags, or effect flags might not affect a monster, based on the functionality and coding of the monster.


Body (body) <choices>
Only difference is appearance. Some alter the pitch of the sentences they speak.
Value Description
-1 Random
0 Glasses (aka "Combine overwiki icon.png Walter" or "Kleiner")
1 Einstein (aka "Coomer")
2 Luther (aka "Eli")
3 Slick
TalkMonster:
Use Sentence <string>
The name of a sentence that plays when the player brings the NPC into their group. Example: "All right let's go, I didn't wanna die alone anyway."
Un-Use Sentence <string>
The name of a sentence that plays when the player removes the NPC from their group. Example: "All right, I'll stay right here."

Monster:

TriggerTarget (TriggerTarget) <targetname>
Name of entity to target when the trigger conditions are met.
Trigger Condition (TriggerCondition) <choices>
Condition to use for TriggerTarget
  • 0 : "No Trigger"
  • 1 : "See Player, Mad at Player"
  • 2 : "Take Damage"
  • 3 : "50% Health Remaining"
  • 4 : "Death"
  • 7 : "Hear World"
  • 8 : "Hear Player"
  • 9 : "Hear Combat"
  • 10: "See Player Unconditional"
  • 11: "See Player, Not In Combat"

Target:

Target (target) <targetname>
The targetname of the first path_corner in a path this monster will move to when spawned.
Name (targetname) <string>
The targetname that other entities refer to this entity by.
Render FX (renderfx) <choices>
Render FX mode to use, for special effects.
Value Description
0 Normal
1 Slow Pulse
2 Fast Pulse
3 Slow Wide Pulse
4 Fast Wide Pulse
5 Slow Fade Away
6 Fast Fade Away
7 Slow Become Solid
8 Fast Become Solid
9 Slow Strobe
10 Fast Strobe
11 Faster Strobe
12 Slow Flicker
13 Fast Flicker
14 Constant Glow
15 Distort
16 Hologram (Distort + fade)
Render Mode (rendermode) <choices>
Render Mode to use.
Value Description
0 Normal
1 Color
2 Texture
3 Glow
4 Solid
5 Additive
Render Amount (0-255) (renderamt) <integer>
Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque. If render mode is solid, then all values except 0 are opaque.
Render Color (R G B) (rendercolor) <color255>
Color to use by the specified render mode.
Also used on brush entities to control the speed of scrolling textures; see func_conveyor for more information.


Pitch Yaw Roll (Y Z X) (angles) <QAngle>
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.


GoldSrc flags

Wait Till Seen : [1]
Gag (No IDLE sounds until angry) : [2]
MonsterClip : [4]
No wreckage : [8]
Prisoner : [16]
Start inactive : [64]
Wait for script : [128]
Pre-disaster : [256]
Only for use with monster_scientist and monster_barney. Has no effect on aliens.
Fade corpse : [512]
Not in Deathmatch : [2048]
!FGD for some entities.

See also