Monster scientist (GoldSrc): Difference between revisions

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[[Image:monster_scientist.png|right|thumb|256px|The scientists in their original (top) and HD pack (bottom) forms.<br>From left to right: Glasses, Einstein, Luther, Slick]]
[[File:monster_scientist.png|right|thumb|256px|The scientists in their original (top) and HD pack (bottom) forms.<br>From left to right: Glasses, Einstein, Luther, Slick]]
{{This is a|name=monster_scientist|e0|engine=1|game=Half-Life|game1=Half-Life: Opposing Force|game2=Half-Life: Blue Shift}}
{{This is a|name=monster_scientist|e0|engine=1|game=Half-Life|game1=Half-Life: Opposing Force|game2=Half-Life: Blue Shift}}



Revision as of 03:05, 7 January 2024

The scientists in their original (top) and HD pack (bottom) forms.
From left to right: Glasses, Einstein, Luther, Slick

monster_scientist is an e0 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 {{{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 Black Mesa science personnel. They can follow the player and administer weak antidote for wounds. They're sometimes required in gameplay for access to otherwise restricted areas through retinal scanners.

Note.pngNote:Using the "Pre-Disaster" spawnflag will make this entity refuse to follow the player.

Keyvalues

Note.pngNote:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.


Body ([todo internal name (i)]) <choices>
Only difference is appearance. Some alter the pitch of the sentences they speak.
Value Description
-1 Random
0 Glasses (aka "Walter" or "Kleiner")
1 Einstein (aka "Coomer")
2 Luther (aka "Eli")
3 Slick
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, 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.


GoldSrc 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.pngTip: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.