Monster scientist dead (GoldSrc): Difference between revisions
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Note:Some keyvalues, spawnflags, or effect flags might not affect a monster, based on the functionality and coding of the monster.
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{{ | {{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}} | |||
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. | |||
== Keyvalues == | |||
{{NPCNote|goldsrc=1}} | |||
{{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 13: | Line 13: | ||
| <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.}} | |||
:{| class=standard-table | :{| class=standard-table | ||
! Value || Description | ! Value || Description | ||
Line 43: | Line 42: | ||
|- | |- | ||
|} | |} | ||
{{Hl1_kv_monster}} | |||
== GoldSrc flags == | == GoldSrc flags == | ||
{{Fl BaseHL1NPC}} | |||
[[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
monster_scientist_dead
is a point entity available in Half-Life,
Half-Life: Opposing Force, and
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

- 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 " 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]
- !FGD for some entities.
Categories:
- Point entities
- Non-internal Half-Life entities
- Half-Life entities
- Half-Life point entities
- Non-internal Half-Life: Opposing Force entities
- Half-Life: Opposing Force entities
- Half-Life: Opposing Force point entities
- Non-internal Half-Life: Blue Shift entities
- Half-Life: Blue Shift entities
- Half-Life: Blue Shift point entities
- Non-internal GoldSrc base entities
- GoldSrc base entities
- GoldSrc base point entities
- GoldSrc NPC entities
- Half-Life
- Half-Life 1 NPCs
- Half-Life Entities