Monster alien grunt (GoldSrc): Difference between revisions

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[[File:Alien Grunt captive.jpg|300px|thumbnail|right|Captive Alien Grunt]]
[[File:Alien Grunt captive.jpg|300px|thumbnail|right|Captive Alien Grunt]]
[[File:Alien Grunt vs Human Grunt.jpg|300px|thumbnail|right|Alien Grunts fighting [[Monster_human_grunt_(GoldSrc)|Human Grunts]]]]
[[File:Alien Grunt vs Human Grunt.jpg|300px|thumbnail|right|Alien Grunts fighting [[Monster_human_grunt_(GoldSrc)|Human Grunts]]]]
{{This is a|name0monster_alien_grunt|e0|engine=1|game=Half-Life|game1=Half-Life: Opposing Force|game2=Half-Life: Blue Shift}}
{{This is a|name0monster_alien_grunt|e0|engine=1|game=Half-Life|game1=Half-Life: Opposing Force|game2=hlbs}}


The soldiers of the [[Xen]] aliens. It uses the [[weapon_hornetgun_(GoldSource_Engine)|hivehand]] as a weapon and wears armor that reduces the amount of damage it takes.
The soldiers of the [[Xen]] aliens. It uses the [[weapon_hornetgun_(GoldSource_Engine)|hivehand]] as a weapon and wears armor that reduces the amount of damage it takes.

Revision as of 15:12, 13 February 2024

Captive Alien Grunt
Alien Grunts fighting Human Grunts

This is a name0monster_alien_grunt available in Half-Life Half-Life, Half-Life: Opposing Force Half-Life: Opposing Force, and Half-Life: Blue Shift Half-Life: Blue Shift.Template:1 topicon

Warning.pngWarning:
  • The {{{game2}}} parameter is inconsistent with the name defined by the {{hlbs}} template. This can most likely be fixed by setting the value of the {{{game2}}} parameter to Half-Life: Blue Shift .
  • 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.

The soldiers of the Xen aliens. It uses the hivehand as a weapon and wears armor that reduces the amount of damage it takes.

Key Values

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, usually via the target, killtarget, and TriggerTarget KVs.
Render Mode (rendermode) <choices>
Render Mode to use.
Render modes
  1. Normal
  2. Color
  3. Texture
  4. Glow
  5. Solid
  6. 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.
Render FX (renderfx) <choices>
Render FX mode to use, for special effects.
Render effects
  1. Normal
  2. Slow Pulse
  3. Fast Pulse
  4. Slow Wide Pulse
  5. Fast Wide Pulse
  6. Slow Fade Away
  7. Fast Fade Away
  8. Slow Become Solid
  9. Fast Become Solid
  10. Slow Strobe
  11. Fast Strobe
  12. Faster Strobe
  13. Slow Flicker
  14. Fast Flicker
  15. Constant Glow
  16. Distort
  17. Hologram (Distort + fade)


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

  • 1 : Wait Till Seen
  • 2 : Gag
  • 4 : Monster Clip
  • 16 : Prisoner
  • 32 : Squad Leader
  • 128 : Wait For Script
  • 256 : Pre-Disaster
  • 512 : Fade Corpse

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