Monster barney (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.
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{{ | {{Hl1_series_point|monster_barney}} | ||
==Entity description== | ==Entity description== | ||
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{{NPCNote}} | {{NPCNote}} | ||
{{Hl1_kv_talkmonster}} | |||
{{Hl1_kv_monster}} | |||
== Flags == | == Flags == | ||
* '''Wait Till Seen''' | * '''Wait Till Seen''' |
Revision as of 01:30, 1 April 2015
Entity description
The Black Mesa Security personnel, not Barney Calhoun, but this entity's design was later used as a basis for him. Security Guards are friendly Non-Player Characters(NPCs) that assist the player by following them around,and fending off enemies using unlimited pistol ammo, and a protective vest allowing them to take tons of damage. Only two NPCs can follow the player at one time, the player can bring along two Barneys, two Scientists, or one of each, ONLY. If the player does have two NPCs and tries to recruit another NPC, the NPC will join the player's group, and another NPC will leave.
Key Values

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.
- 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
- Wait Till Seen
- Gag - NPC makes no sounds or idle noises until mad.
- MonsterClip - allows the NPC to recognize Monster_clip brush entities, invisible barriers that restrict the NPCs movements. If unchecked, the NPC can move anywhere it pleases.
- No wreckage
- Prisoner
- Start inactive
- Wait for script
- Pre-disaster - The NPC does not follow the player, and uses different audio. Only for use with monster_scientist and monster_barney, has no effect on aliens or soldiers.
- Fade corpse - after a certain amount of time, the NPCs dead body will fade away. Used to reduce resources of rendering.
- Not in Deathmatch - This entity will not appear in the Half-Life: Deathmatch compatible version of the map. Some entities don't have this set in their FGD, but it works for all entities if set.