Monster human grunt (GoldSrc): Difference between revisions

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m (clean up, replaced: =hlbs → =Half-Life: Blue Shift, added underlinked tag)
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{{Underlinked|date=February 2024}}
[[File:Half-Life 1 HECU Solider.png|250px|thumb]]
[[File:Half-Life 1 HECU Solider.png|250px|thumb]]
{{This is a|name=monster_human_grunt|e0|game=Half-Life|game1=hlof|game2=Half-Life: Blue Shift|engine=1}}
{{This is a|name=monster_human_grunt|e0|game=Half-Life|game1=hlof|game2=Half-Life: Blue Shift|engine=1}}

Revision as of 06:50, 17 February 2024

Half-Life 1 HECU Solider.png

monster_human_grunt 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 {{{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 {{{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.

It is a soldier of the fictional United States Marine Corps unit called the HECU seen in Half-Life and its expansions.

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

Keyvalues

Template:KV GoldSrc BaseNPC


Squad Name ([todo internal name (i)]) <string>


Weapons ([todo internal name (i)]) <choices>
The weapons to give this NPC
Value Description
1 9mmAR
2 9mmAR + HG
3 9mmAR + LG
4 Shotgun
5 Shotgun + HG

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.