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Monster human grunt (GoldSrc): Difference between revisions

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[[File:Half-Life 1 HECU Solider.png|250px|thumb]]
[[File:Half-Life 1 HECU Solider.png|250px|thumb]]
{{This is a|name=monster_human_grunt|e0|game=Half-Life|game1=hlof|game2=Half-Life: Blue Shift|engine=1}}
{{this is a|point entity|name=monster_human_grunt|game=Half-Life|game1=Half-Life: Opposing Force|game2=Half-Life: Blue Shift|engine=GoldSrc}}


It is a soldier of the fictional United States Marine Corps unit called the HECU seen in [[Half-Life]] and its expansions.
It is a soldier of the fictional United States Marine Corps unit called the HECU seen in [[Half-Life]] and its expansions.
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== Keyvalues ==
== Keyvalues ==
{{KV GoldSrc BaseNPC}}
{{hl1 kv monster}}


{{KV|Squad Name|string|}}
{{KV|Squad Name|intn=netname|string|}}


{{KV|Weapons|choices|The weapons to give this NPC}}
{{KV|Weapons|intn=weapons|choices|The weapons to give this NPC}}
:{| class=standard-table
:{| class=standard-table
! Value || Description
! Value || Description

Latest revision as of 11:02, 24 August 2024

Half-Life 1 HECU Solider.png

monster_human_grunt 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.

It is a soldier of the fictional United States Marine Corps unit called the HECU seen in Half-Life and its expansions.

Note.pngNote:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.

Keyvalues

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.


Squad Name (netname) <string>


Weapons (weapons) <choices>
The weapons to give this NPC
Value Description
1 9mmAR
2 9mmAR + HG
3 9mmAR + LG
4 Shotgun
5 Shotgun + HG

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.