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Monster scientist dead (GoldSrc): Difference between revisions

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{{HL1}} '''monster_scientist_dead''' is a point entity available in [[Half-Life]].
{{TabsBar|main=Monster scientist dead}}
{{this is a|point entity|name=monster_scientist_dead|engine=GoldSrc|game=Half-Life|game1=Half-Life: Opposing Force|game2=Half-Life: Blue Shift}}


==Entity description==
Exactly the same as [[Monster scientist (GoldSrc)|monster_scientist]], however forced into a "dead" position and lacks AI. These are placed throughout maps purely for environmental reasons.
 
Exactly the same as [[monster_scientist]], however forced into a "dead" position and lacks AI. These are placed throughout maps purely for environmental reasons.


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


{{KV|Name|string|The name of tne entity.}}
{{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.}}
{{KV|Body|choices|Only difference is appearance. Some alter the pitch of the sentences they speak.}}
:{| class=standard-table
:{| class=standard-table
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| <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
|-
|-
|-
|}
|}
{{KV|Position|choices|The manner of what position this entity was in when killed.}}
{{KV|Position|choices|The manner of what position this entity was in when killed.}}
:{| class=standard-table
:{| class=standard-table
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|-
|-
|}
|}
{{Hl1_kv_monster}}


== Flags ==
== GoldSrc flags ==
 
{{Fl BaseHL1NPC}}
* 1 : Wait Till Seen
* 2 : Gag (No IDLE sounds until angry)
* 4 : MonsterClip
* 8 : No wreckage
* 16 : Prisoner
* 64 : Start inactive
* 128 : Wait for script
* 256 : Pre-disaster (Only for use with [[monster_scientist]] -- has no effect on aliens).
* 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 12:37, 31 January 2025

edit

monster_scientist_dead 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.

Exactly the same as monster_scientist, however forced into a "dead" position and lacks AI. These are placed throughout maps purely for environmental reasons.

Keyvalues

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


Body ([todo internal name (i)]) <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
Position ([todo internal name (i)]) <choices>
The manner of what position this entity was in when killed.
Value Description
0 On back
1 On stomach
2 Sitting
3 Hanging
4 Table 1
5 Table 2
6 Table 3

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]
Prevent this entity from attempting to spawn when deathmatch (multiplayer) is enabled.
Tip.pngTip:This is intercepted before the entity spawns (hardcoded in the engine), and as such prevents it from ever contributing to the edict limit. As such, it may be desirable to set this on entities that delete themselves in multiplayer anyway, such as monsters and info_null, to prevent them from contributing towards map spawn edict limit crashes on maps with lots of entities.