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Monster generic (GoldSrc): Difference between revisions

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(Created page with all available keyvalues and spawnflags according to the official fgd.)
 
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{{back|Half-Life Level Creation}}
{{tabs|monster_generic|goldsrc=1|source=1|main=source}}
{{hl1_point|monster_generic}} Generic script monster.


{{this is a|point entity|name=monster_generic|engine=GoldSrc|game=Half-Life|game1=Half-Life: Opposing Force|game2=Half-Life: Blue Shift}} Generic script [[monster]].
{{npcnote|goldsrc=1}}
==Keyvalues==
==Keyvalues==
; Model <code><[[string]]></code>
; Model <code><[[string]]></code>
Line 7: Line 9:
; Body <code><[[integer]]></code>
; Body <code><[[integer]]></code>
: The [[bodygroup]] of it's model this entity will use.
: The [[bodygroup]] of it's model this entity will use.
; Name <code><[[target_source]]></code>
{{Hl1_kv_targetname}}
: The [[targetname]] that other entities refer to this entity by.
{{Hl1_kv_target}}
; Target <code><[[target_destination]]></code>
: The name of an entity this entity will trigger when activated.
; Render Mode <code><choices></code>
; Render Mode <code><choices></code>
: Rendermode to use.
: Rendermode to use.

Latest revision as of 11:28, 10 September 2024

monster_generic 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. Generic script monster.

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

Keyvalues

Model <string>
The model this entity will appear as in-game.
Body <integer>
The bodygroup of it's model this entity will use.
Name (targetname) <string>
The targetname that other entities refer to this entity by.
Target (target) <targetname>
The targetname of an entity this entity will trigger when activated.
Render Mode <choices>
Rendermode to use.
  • 0: "Normal"
  • 1: "Color"
  • 2: "Texture"
  • 3: "Glow"
  • 4: "Solid"
  • 5: "Additive"
Render FX <choices>
Render FX mode to use, for special effects.
  • 0: "Normal"
  • 1: "Slow Pulse"
  • 2: "Fast Pulse"
  • 3: "Slow Wide Pulse"
  • 4: "Fast Wide Pulse"
  • 9: "Slow Strobe"
  • 10: "Fast Strobe"
  • 11: "Faster Strobe"
  • 12: "Slow Flicker"
  • 13: "Fast Flicker"
  • 5: "Slow Fade Away"
  • 6: "Fast Fade Away"
  • 7: "Slow Become Solid"
  • 8: "Fast Become Solid"
  • 14: "Constant Glow"
  • 15: "Distort"
  • 16: "Hologram (Distort + fade)"
FX Amount (1-255) <integer>
Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque.
FX Color (R G B) <color255>
Color to use by the specified render mode.
Pitch Yaw Roll (Y Z X) <string>
Controls this entities orientation in the world.
Trigger Condition <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"
TriggerTarget <string>
Name of entity to target when the trigger conditions are met.

Flags

  • 1 : Wait Till Seen
  • 2 : Gag
  • 4 : Not Solid
  • 16 : Prisoner
  • 128 : Wait For Script
  • 256 : Pre-Disaster
  • 512 : Fade Corpse