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{{HL1}} '''monster_alien_slave''' is a point entity available in [[Half-Life]].
{{LanguageBar}}
{{TabsBar|main=Npc_vortigaunt}}
[[File:Goldsource mosnter alien slave group.png|thumb|right|300px|A group of alien slaves]]
{{CD|CISlave|goldsrc=1}}
{{this is a|point entity|name=monster_alien_slave|engine=GoldSrc|game=Half-Life|game1=Half-Life: Opposing Force|game2=Half-Life: Blue Shift}}


==Entity description==
Spawns a hostile [[vortigaunt]], a small but vicious alien with the ability to claw and shoot lightning at the player or other NPCs. This monster is affected by gravity, meaning if it's positioned mid-air in the editor, it will fall to the nearest BSP brush below it when the map runs.


It is the GoldSrc counterpart to [[npc_vortigaunt]].
{{AltNames|name1=monster_vortigaunt}}
{{npcnote|goldsrc=1}}
{{codenote|Vortigaunts have code which animates from skin 0 to skin 4 while they are charging their ranged attack. This feature goes unused because vanilla models only have one skin, but can be enabled without any code modifications using a custom model.}}


{{NPCNote}}
==Key Values==
{{Hl1_kv_monster}}


== Keyvalues ==
==Flags==
* {{KV BaseNPC}}
* 1 : Wait Till Seen
* 2 : Gag
* 4 : Monster Clip
* 16 : Prisoner
* 32 : Squad Leader
* 64 : Ignore Player
* 128 : Wait For Script
* 256 : Pre-Disaster
* 512 : Fade Corpse


== Flags ==
==Related Entities==
* {{Fl BaseNPC}}


== Inputs ==
* [[monster alien grunt (GoldSrc)|monster_alien_grunt]]
* {{I BaseNPC}}
* [[Monster alien controller (GoldSrc)|monster_alien_controller]]
 
== Outputs ==
* {{O BaseNPC}}


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

Latest revision as of 07:05, 4 September 2024

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A group of alien slaves
C++ Class hierarchy
CISlave
CSquadMonster
CBaseMonster
CBaseToggle
CBaseAnimating
CBaseDelay
CBaseEntity
C++ islave.cpp

monster_alien_slave 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.

Spawns a hostile vortigaunt, a small but vicious alien with the ability to claw and shoot lightning at the player or other NPCs. This monster is affected by gravity, meaning if it's positioned mid-air in the editor, it will fall to the nearest BSP brush below it when the map runs.

AltNames.pngAltNames: This entity is also tied to monster_vortigaunt.
Note.pngNote:Some keyvalues, spawnflags, or effect flags might not affect a monster, based on the functionality and coding of the monster.
Cpp.pngCode:Vortigaunts have code which animates from skin 0 to skin 4 while they are charging their ranged attack. This feature goes unused because vanilla models only have one skin, but can be enabled without any code modifications using a custom model.

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.


Flags

  • 1 : Wait Till Seen
  • 2 : Gag
  • 4 : Monster Clip
  • 16 : Prisoner
  • 32 : Squad Leader
  • 64 : Ignore Player
  • 128 : Wait For Script
  • 256 : Pre-Disaster
  • 512 : Fade Corpse

Related Entities