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[[Image:monster_headcrab.PNG|thumb|right|300px]]
{{LanguageBar}}
{{HL1}} '''monster_headcrab''' is a point entity available in [[Half-Life]].
{{TabsBar|main=Npc headcrab}}
[[File:monster_headcrab.PNG|thumb|right|300px]]
{{this is a|point entity|name=monster_headcrab|engine=GoldSrc|game=Half-Life|game1=Half-Life: Opposing Force|game2=Half-Life: Blue Shift}}


==Entity description==
==Entity description==


The lowly headcrab, while not much of a threat on its own, can turn scientists into fiendish [[monster_zombie|zombies]]. See [[npc_headcrab]] for the [[Half-Life 2]] equivalent.
The lowly headcrab, while not much of a threat on its own, can turn scientists into fiendish [[monster zombie|zombies]]. See [[npc headcrab]] for the [[Half-Life 2]] equivalent.


{{NPCNote}}
==Keyvalues==
{{npcnote|goldsrc=1}}
{{Hl1_kv_monster}}


== Keyvalues ==
==Flags==
{{KV BaseNPC}}
 
== Flags ==
{{Fl BaseNPC}}
 
== GoldSrc flags ==
{{Fl BaseHL1NPC}}
{{Fl BaseHL1NPC}}


== Inputs ==
==See also==
{{I BaseNPC}}
*[[npc headcrab]]
 
*[[npc headcrab fast]]
== Outputs ==
*[[npc headcrab black]]
{{O BaseNPC}}


[[Category:Half-Life]]
[[Category:Half-Life]]
[[Category:Half-Life 1 NPCs|H]]
[[Category:Half-Life Entities]]
[[Category:Headcrabs]]

Latest revision as of 14:25, 3 September 2024

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Monster headcrab.PNG

monster_headcrab 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.

Entity description

The lowly headcrab, while not much of a threat on its own, can turn scientists into fiendish zombies. See npc headcrab for the Half-Life 2 equivalent.

Keyvalues

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

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

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