Monster alien controller (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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{{ | {{gldsrc topicon}} | ||
{{Lang|title=monster_alien_controller}} | |||
[[File:Monster alien controller.png|thumb|right|250px|Alien Controllers are one of the few flying monster entities in Half-Life.]] | [[File:Monster alien controller.png|thumb|right|250px|Alien Controllers are one of the few flying monster entities in Half-Life.]] | ||
{{this is a|point entity|name=monster_alien_controller|engine=GoldSrc|game=Half-Life|game1=Half-Life: Opposing Force|game2=Half-Life: Blue Shift}} | |||
A <code>monster_alien_controller</code> is a hostile alien NPC with the ability to fly and shoot purple energy projectiles at the player. Because an Alien Controller is a flying monster entity, it requires [[info node air]] point entities to navigate properly. Unlike most monster entities, an alien controller is not ''gravity affected'', meaning that if it is placed mid air in the editor it will spawn at that location mid air in-game. | |||
A <code>monster_alien_controller</code> is a hostile alien NPC with the ability to fly and shoot purple energy projectiles at the player. Because an Alien Controller is a flying monster entity, it requires [[ | {{npcnote|goldsrc=1}} | ||
==Key Values== | |||
== | |||
{{Hl1_kv_monster}} | {{Hl1_kv_monster}} | ||
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==Related Entities== | ==Related Entities== | ||
* [[ | * [[Monster alien grunt (GoldSrc)|monster_alien_grunt]] | ||
* [[ | * [[Monster alien slave (GoldSrc)|monster_alien_slave]] | ||
* [[ | * [[Monster nihilanth (GoldSrc)|monster_nihilanth]] | ||
* [[ | * [[Info node air]] | ||
[[Category:Half-Life]] | [[Category:Half-Life]] | ||
[[Category:Half-Life 1 Entities]] | [[Category:Half-Life 1 Entities]] | ||
[[Category:Level Design]] | [[Category:Level Design]] |
Latest revision as of 06:55, 31 August 2024


monster_alien_controller
is a point entity available in Half-Life,
Half-Life: Opposing Force, and
Half-Life: Blue Shift.
A monster_alien_controller
is a hostile alien NPC with the ability to fly and shoot purple energy projectiles at the player. Because an Alien Controller is a flying monster entity, it requires info node air point entities to navigate properly. Unlike most monster entities, an alien controller is not gravity affected, meaning that if it is placed mid air in the editor it will spawn at that location mid air in-game.

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 : "WaitTillSeen"
- 2 : "Gag"
- 4 : "MonsterClip"
- 16: "Prisoner"
- 128: "WaitForScript"
- 256: "Pre-Disaster"
- 512: "Fade Corpse"
Related Entities
Categories:
- GoldSrc
- TODO rewrite lang to LanguageBar
- 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 Entities
- Level Design