Monster sitting scientist (GoldSrc): Difference between revisions
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Warning:
Note:This entity is difficult to place without using the model as a reference or copying one from an existing map. The Sven Co-op FGD seems to help with this issue.
Note:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.
GamerDude27 (talk | contribs) m (Use the proper link for "monster_scientist") |
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{{ | {{This is a|name=monster_sitting_scientist|e0|engine=1|game=hl}} | ||
==Entity description== | ==Entity description== | ||
Revision as of 15:35, 13 February 2024
monster_sitting_scientist is an e0 available in
Half-Life.Template:1 topicon
- The
{{{game}}}parameter is inconsistent with the name defined by the {{hl}} template. This can most likely be fixed by setting the value of the{{{game}}}parameter toHalf-Life. - The
{{{engine}}}parameter is inconsistent with the name defined by the {{1}} template.
If a parameter is consistent but you're still seeing this warning, it may be an issue with the template itself. Please discuss it on the template's talk page.
Entity description
Exactly the same as monster_scientist, however forced into a "sitting" position and lacks AI unless talked to.
Keyvalues
- Body ([todo internal name (i)]) <choices>
- Only difference is appearance. Some alter the pitch of the sentences they speak.
Value Description -1Random 0Glasses 1Einstein 2Luther 3Slick
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.