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Monster zombie (GoldSrc): Difference between revisions

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{{HL1}} '''monster_zombie''' is a point entity available in [[Half-Life]].
[[File:monster_zombie.PNG|right|thumb|350px|LD and HD models of '''monster_zombie''' in the {{hl}}{{hlop4}}{{hlbs}}]]
 
[[File:brainbread-zombie1.png|right|thumb|350px|Model of '''monster_zombie''' in the {{bb}}]]
==Entity description==
{{tabs|npc_zombie|source=1|source2=1|custom1=monster_zombie (GoldSrc)|custom1alt=GoldSrc|custom2=monster_zombie (Half-Life: Source)|custom2alt=Half-Life: Source}}
 
{{todo|Separate if needed on They Hunger and GoldSrc vanilla versions}}
{{this is a|point entity|name=monster_zombie|engine=GoldSrc|game=Half-Life|game1=Half-Life: Opposing Force|game2=Half-Life: Blue Shift|game3=Paranoia|game4=They Hunger}}
The Black Mesa science personnel under the control of a headcrab. They have very basic AI and can only swipe at the player.
The Black Mesa science personnel under the control of a headcrab. They have very basic AI and can only swipe at the player.
{{note|In {{hunger|4}}, this entity's sound changes based on its {{code|body}} value.}}


{{NPCNote}}
{{NPCNote}}


== Keyvalues ==
== Key Values ==
 
{{Hl1_kv_monster}}
{{KV|Name|string|The name of tne entity.}}
{{kV|message|string|TH_WAVEDIR}} {{hunger|only}}
{{KV|Target|target_destination|Used for navigation and firing a hardcoded input to an entity.}}
{{kV|health|integrer|TH_HEALTH}} {{hunger|only}}
{{kV|model|string|TH_MODEL}} {{hunger|only}}
{{KV|skin|choices|TH_SKINTYPE {{hunger|only}}
:* 0 : "TH_Standard"
:* 1 : "TH_Cop"
:* 2 : "TH_Burn"
:* 3 : "TH_Flesh"}}
{{KV|body|choices|TH_BODY {{hunger|only}}
:* 0 : "TH_Funeral"
:* 1 : "TH_Headlessf"
:* 2 : "TH_Civillian"
:* 3 : "TH_Headlessc"
:* 4 : "TH_Cop"
:* 5 : "TH_Female"
:* 6 : "TH_Biohazardsuit"
:* 7 : "TH_Rear_Echelon_officer"
:* 8 : "TH_ENST_Zombie"
:* 9 : "TH_doctor_zomb"
:* 10 : "TH_Patient_zomb"}}


== Flags ==
== Flags ==
 
{{Fl BaseHL1NPC}}
* 1 : Wait Till Seen
{{fl|1024|TH_FASTMODE}} {{hunger|only}}
* 2 : Gag (No IDLE sounds until angry)
* 4 : MonsterClip
* 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|Z]]
[[Category:Half-Life Entities]]

Latest revision as of 08:33, 25 August 2024

LD and HD models of monster_zombie in the Half-LifeHalf-Life: Opposing ForceHalf-Life: Blue Shift
Model of monster_zombie in the BrainBread
Todo: Separate if needed on They Hunger and GoldSrc vanilla versions

monster_zombie is a point entity available in Half-Life Half-Life, Half-Life: Opposing Force Half-Life: Opposing Force, Half-Life: Blue Shift Half-Life: Blue Shift, Paranoia Paranoia, and They Hunger They Hunger. The Black Mesa science personnel under the control of a headcrab. They have very basic AI and can only swipe at the player.

Note.pngNote:In They Hunger They Hunger, this entity's sound changes based on its body value.
Note.pngNote:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.

Key Values

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.


message ([todo internal name (i)]) <string>
TH_WAVEDIR (only in They Hunger)
health ([todo internal name (i)]) <integrer>
TH_HEALTH (only in They Hunger)
model ([todo internal name (i)]) <string>
TH_MODEL (only in They Hunger)
skin ([todo internal name (i)]) <choices>
TH_SKINTYPE (only in They Hunger)
  • 0 : "TH_Standard"
  • 1 : "TH_Cop"
  • 2 : "TH_Burn"
  • 3 : "TH_Flesh"
body ([todo internal name (i)]) <choices>
TH_BODY (only in They Hunger)
  • 0 : "TH_Funeral"
  • 1 : "TH_Headlessf"
  • 2 : "TH_Civillian"
  • 3 : "TH_Headlessc"
  • 4 : "TH_Cop"
  • 5 : "TH_Female"
  • 6 : "TH_Biohazardsuit"
  • 7 : "TH_Rear_Echelon_officer"
  • 8 : "TH_ENST_Zombie"
  • 9 : "TH_doctor_zomb"
  • 10 : "TH_Patient_zomb"

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.
TH_FASTMODE : [1024] (only in They Hunger)