This article relates to the game "Half-Life: Blue Shift". Click here for more information.
This article relates to the game "Half-Life: Opposing Force". Click here for more information.
This article relates to the game "Half-Life". Click here for more information.

Monster scientist (GoldSrc): Difference between revisions

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[[Image:monster_scientist.png|right|thumb|256px|The scientists in their original (top) and HD pack (bottom) forms.<br>From left to right: Glasses, Einstein, Luther, Slick]]
{{hl topicon}}{{hlop4 topicon}}{{hlbs topicon}}
{{This is a|name=monster_scientist|e0|engine=1|game=Half-Life|game1=Half-Life: Opposing Force|game2=Half-Life: Blue Shift}}
{{tabsBar|main=hls|base=monster_scientist}}
[[File:monster_scientist.png|right|thumb|256px|The scientists in their original (top) and HD pack (bottom) forms.<br>From left to right: Glasses, Einstein, Luther, Slick]]
{{this is a|point entity|name=monster_scientist|game=Half-Life|game1=Half-Life: Opposing Force|game2=Half-Life: Blue Shift}}


The Black Mesa science personnel. They can follow the player and administer weak antidote for wounds. They're sometimes required in gameplay for access to otherwise restricted areas through retinal scanners.
The Black Mesa science personnel. They can follow the player and administer weak antidote for wounds. They're sometimes required in gameplay for access to otherwise restricted areas through retinal scanners.


{{Note|Using the "Pre-Disaster" spawnflag will make this entity refuse to follow the player.}}
{{Note|Using the "Pre-Disaster" spawnflag will make this entity refuse to follow the player.}}
{{altnames|In {{cs}}{{czero}}, {{mono|monster_scientist}} is an alias for {{ent|hostage_entity|engine=goldsrc}}.}}


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


{{KV|Body|choices|Only difference is appearance. Some alter the pitch of the sentences they speak.}}
{{KV|Body|intn=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 15: Line 18:
| <code>-1</code> || Random
| <code>-1</code> || Random
|-
|-
| <code>0</code> || Glasses (aka "Walter" or "[[Dr. Isaac Kleiner|Kleiner]]")
| <code>0</code> || Glasses (aka "{{cow|Walter Bennet|Walter}}" or "[[Dr. Isaac Kleiner|Kleiner]]")
|-
|-
| <code>1</code> || Einstein (aka "[[user:GregCoomer|Coomer]]")
| <code>1</code> || Einstein (aka "[[user:GregCoomer|Coomer]]")
Line 29: Line 32:
== GoldSrc flags ==
== GoldSrc flags ==
{{Fl BaseHL1NPC}}
{{Fl BaseHL1NPC}}
== See also ==
* [[monster_scientist_dead_(GoldSrc)|monster_scientist_dead]], the dead scientist entity in {{hl|3.1}}.
* [[monster_human_scientist]], the evil human scientist entity in {{gunman|3.1}}.


[[Category:Half-Life]]
[[Category:Half-Life]]
[[Category:Half-Life 1 NPCs|S]]
[[Category:Half-Life 1 NPCs|S]]
[[Category:Half-Life Entities]]
[[Category:Half-Life Entities]]

Latest revision as of 11:40, 23 April 2025

The scientists in their original (top) and HD pack (bottom) forms.
From left to right: Glasses, Einstein, Luther, Slick

monster_scientist 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 science personnel. They can follow the player and administer weak antidote for wounds. They're sometimes required in gameplay for access to otherwise restricted areas through retinal scanners.

Note.pngNote:Using the "Pre-Disaster" spawnflag will make this entity refuse to follow the player.
AltNames.pngAltNames:In Counter-StrikeCounter-Strike: Condition Zero, monster_scientist is an alias for hostage_entity.

Keyvalues

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


Body (body) <choices>
Only difference is appearance. Some alter the pitch of the sentences they speak.
Value Description
-1 Random
0 Glasses (aka "Combine overwiki icon.png Walter" or "Kleiner")
1 Einstein (aka "Coomer")
2 Luther (aka "Eli")
3 Slick
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, usually via the target, killtarget, and TriggerTarget KVs.
Render Mode (rendermode) <choices>
Render Mode to use.
Render modes
  1. Normal
  2. Color
  3. Texture
  4. Glow
  5. Solid
  6. 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.
Render FX (renderfx) <choices>
Render FX mode to use, for special effects.
Render effects
  1. Normal
  2. Slow Pulse
  3. Fast Pulse
  4. Slow Wide Pulse
  5. Fast Wide Pulse
  6. Slow Fade Away
  7. Fast Fade Away
  8. Slow Become Solid
  9. Fast Become Solid
  10. Slow Strobe
  11. Fast Strobe
  12. Faster Strobe
  13. Slow Flicker
  14. Fast Flicker
  15. Constant Glow
  16. Distort
  17. Hologram (Distort + fade)


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]
Prevent this entity from attempting to spawn when deathmatch (multiplayer) is enabled.
Tip.pngTip:This is intercepted before the entity spawns (hardcoded in the engine), and as such prevents it from ever contributing to the edict limit. As such, it may be desirable to set this on entities that delete themselves in multiplayer anyway, such as monsters and info_null, to prevent them from contributing towards map spawn edict limit crashes on maps with lots of entities.

See also