Monster barney dead (GoldSrc): Difference between revisions

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==Entity Description==
==Entity Description==
A Monster_barney_dead places a [[Monster_barney]] character model in a map in 1 of 3 poses, ''On stomach'', ''On side'', or ''On back'', making it appear as a dead security guard. When the map compiles the entity automatically falls onto the brush directly below it, meaning it isn't required to place the entity directly on the ground.
A Monster_barney_dead places a [[Monster_barney|Security Guard]] character model in a map in 1 of 3 poses, ''On stomach'', ''On side'', or ''On back'', making it appear as a dead security guard. When the map compiles the entity automatically falls onto the brush directly below it, meaning it isn't required to place the entity directly on the ground.


==Key Values==
==Key Values==
 
; Pose <code><choices></code>
* '''RenderFX'''
: Places the model in one of the three poses:
* '''Render Mode'''
:* On Stomach
* '''FX Amount(1 - 255)'''
:* On Side
* '''FX Color(R G B)'''
:* On Back
* '''Pitch Yaw Roll(Y Z X)'''
{{Hl1_kv_renderfields}}
* '''Pose''' - places the model in one of the three poses: On stomach, On side, On back.
{{KV Angles}}


==Flags==
==Flags==

Revision as of 23:55, 1 April 2015

Half-Life Level Creation
The three poses from left to right: On stomach, On back, On side

Half-Life Half-Life: Opposing Force Half-Life: Blue Shift

A Monster_barney_dead is a point-based entity available in Half-Life and it's expansions Opposing Force and Blue Shift.

Entity Description

A Monster_barney_dead places a Security Guard character model in a map in 1 of 3 poses, On stomach, On side, or On back, making it appear as a dead security guard. When the map compiles the entity automatically falls onto the brush directly below it, meaning it isn't required to place the entity directly on the ground.

Key Values

Pose <choices>
Places the model in one of the three poses:
  • On Stomach
  • On Side
  • On Back
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

  • Not in DeathMatch - this entity will not appear in the deathmatch compatible version of the map.

Related Entities