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Monster barney (GoldSrc): Difference between revisions

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[[Image:Monster_barney.PNG|thumb|right|250px|'''Original''' and '''High-Definition''' models]]
[[File:Monster_barney.PNG|thumb|right|250px|'''Original''' and '''High-Definition''' models]]
{{Back|Half-Life Level Creation}}
{{TabsBar|main=Npc barney}}
 
{{this is a|point entity|name=monster_barney|engine=GoldSrc|game=Half-Life|game1=Half-Life: Opposing Force|game2=Half-Life: Blue Shift}}
 
The Black Mesa Security personnel. This entity's design was later used for [[Barney Calhoun]] in [[Half-Life 2]], but is otherwise unrelated to him. Security Guards are friendly Non-Player Characters (NPCs) that will assist the player by following them around and fending off enemies using a [[weapon_9mmhandgun|pistol]] with unlimited ammo. They wear a protective vest allowing them to take a reasonable amount of damage. Like the [[monster human grunt]]'s mask, their helmet is completely bullet proof to low-caliber rounds. Only two friendly NPCs can follow the player at one time, the player can bring along two security guards, two [[monster scientist|scientists]], or one of each. If the player already have two allies and tries to recruit another one, the new NPC will join the player's squad and another will leave.
{{HL1}} A '''monster_barney''' is a point entity NPC available in [[Half-Life]], and it's expansions [[Half-Life: Opposing Force|Opposing Force]] and [[Half-Life: Blue Shift|Blue Shift]].
 
==Entity description==
 
The Black Mesa Security personnel, not [[Barney Calhoun]], but this entity's design was later used as a basis for him. Security Guards are friendly Non-Player Characters(NPCs) that assist the player by following them around,and fending off enemies using unlimited pistol ammo, and a protective vest allowing them to take tons of damage. Only two NPCs can follow the player at one time, the player can bring along two Barneys, two Scientists, or one of each, ONLY. If the player does have two NPCs and tries to recruit another NPC, the NPC will join the player's group, and another NPC will leave.


==Key Values==
==Key Values==
{{NPCNote}}
{{NPCNote|goldsrc=1}}
 
'''Target''' <[[Targetname|targetname]]>
 
An entity that the monster_barney can trigger upon completion of a task.
 
'''Name''' <[[Targetname|targetname]]>
 
An identifier name that other entities can use to refer to this entity by.
 
'''Render Mode''' <choices>
 
Set a non-standard rendering mode on this entity. See Render Modes for details.
 
'''FX Amount (0 - 255)''' <integer>
 
Intensity of the selected render mode.
 
'''FX Color (R G B)''' <color255>
 
Color used by the selected render mode (if applicable).
 
'''Render FX''' <choices>
 
Several visibility modes which change the way the entity is rendered, typically by fading it in and out.
 
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)
17: Scale up
22: Spotlight FX
23: Cull By Distance (TEST)
24: Fade Wider Pulse
 
'''Use Sentence'''
 
A WAV audio file that plays when the player brings the NPC into their group. '''Example:''' "All right let's go, I didn't wanna die alone anyways."
 
'''Unuse Sentence'''


A WAV audio file that plays when the player removes the NPC from their group. '''Example:''' "All right, I'll stand guard here."
{{Hl1_kv_talkmonster}}
== Flags ==
{{Hl1_kv_monster}}
* '''Wait Till Seen'''
* '''Gag''' - NPC makes no sounds or idle noises until mad.
* '''MonsterClip''' - allows the NPC to recognize Monster_clip brush entities, invisible barriers that restrict the NPCs movements. If unchecked, the NPC can move anywhere it pleases.
* '''No wreckage'''
* '''Prisoner'''
* '''Start inactive'''
* '''Wait for script'''
* '''Pre-disaster''' - The NPC does not follow the player, and uses different audio. Only for use with monster_scientist and monster_barney, has no effect on aliens or soldiers.
* '''Fade corpse''' - after a certain amount of time, the NPCs dead body will fade away. Used to reduce resources of rendering.
* '''Not in Deathmatch''' - This entity will not appear in the Half-Life: Deathmatch compatible version of the map. Some entities don't have this set in their FGD, but it works for all entities if set.


==Flags==
* 1 : Wait Till Seen
* 2 : Gag
* 4 : Monster Clip
* 16 : Prisoner
* 128 : Wait For Script
* 256 : Pre-Disaster
* 512 : Fade Corpse


[[Category:Half-Life]][[Category:Half-Life 1 NPCs|B]]
[[Category:Half-Life]][[Category:Half-Life 1 NPCs|B]]

Latest revision as of 17:36, 1 June 2025

Original and High-Definition models
GoldSrc ( General | Zombie Edition )
Source Engine ( General | Half-Life: Source | Black Mesa )
edit

monster_barney 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. The Black Mesa Security personnel. This entity's design was later used for Barney Calhoun in Half-Life 2, but is otherwise unrelated to him. Security Guards are friendly Non-Player Characters (NPCs) that will assist the player by following them around and fending off enemies using a pistol with unlimited ammo. They wear a protective vest allowing them to take a reasonable amount of damage. Like the monster human grunt's mask, their helmet is completely bullet proof to low-caliber rounds. Only two friendly NPCs can follow the player at one time, the player can bring along two security guards, two scientists, or one of each. If the player already have two allies and tries to recruit another one, the new NPC will join the player's squad and another will leave.

Key Values

Note.pngNote:Some keyvalues, spawnflags, or effect flags might not affect a monster, based on the functionality and coding of the monster.
TalkMonster:
Use Sentence <string>
The name of a sentence that plays when the player brings the NPC into their group. Example: "All right let's go, I didn't wanna die alone anyway."
Un-Use Sentence <string>
The name of a sentence that plays when the player removes the NPC from their group. Example: "All right, I'll stay right here."

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
  • 128 : Wait For Script
  • 256 : Pre-Disaster
  • 512 : Fade Corpse