Monster barney dead (GoldSrc): Difference between revisions
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[[File:Monster barney dead poses.png|thumb|right|300px|'''The three poses from left to right:''' On stomach, On back, On side]] | [[File:Monster barney dead poses.png|thumb|right|300px|'''The three poses from left to right:''' On stomach, On back, On side]] | ||
{{This is a|name=monster_barney_dead|e0|engine=1|game=Half-Life|game1= | {{This is a|name=monster_barney_dead|e0|engine=1|game=Half-Life|game1=hlof|game2=hlbs}} | ||
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. | 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. |
Revision as of 16:18, 13 February 2024
monster_barney_dead
is an e0 available in Half-Life,
Half-Life: Opposing Force, and
Half-Life: Blue Shift.Template:1 topicon

- The {{{game1}}} parameter is inconsistent with the name defined by the {{hlof}} template. This can most likely be fixed by setting the value of the {{{game1}}} parameter to Half-Life: Opposing Force.
- 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.
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.