Monster headcrab (GoldSrc): Difference between revisions
		
		
		
		
		
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 Note:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.
Note:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.
		
	
| mNo edit summary |  (Cleanup) | ||
| Line 9: | Line 9: | ||
| == Keyvalues == | == Keyvalues == | ||
| {{KV BaseNPC}} | {{KV GoldSrc BaseNPC}} | ||
| == Flags == | == Flags == | ||
| {{Fl BaseHL1NPC}} | {{Fl BaseHL1NPC}} | ||
| [[Category:Half-Life]][[Category:Half-Life 1 NPCs]] | [[Category:Half-Life]][[Category:Half-Life 1 NPCs]] | ||
Revision as of 16:13, 4 January 2014
 monster_headcrab is a point entity available in Half-Life.
 monster_headcrab is a point entity available in Half-Life.
Entity description
The lowly headcrab, while not much of a threat on its own, can turn scientists into fiendish zombies. See npc_headcrab for the Half-Life 2 equivalent.
 Note:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.
Note:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.Keyvalues
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: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. Tip: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.