Misc dead hev (Black Mesa): Difference between revisions
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Tip:If you create a map for
Black Mesa there player is not HEV/PCV guy - use
Note:For the original model from multiplayer you can change the skin of the scientist's face under the helmet, but the player will not see it unless they clip inside of it. Model
Bug:Original models use blood overlay for hands, because of this, when player’s hands get blood overlay - dead hev scientists will get the same blood overlay. Works in singleplayer and multiplayer. [todo tested in ?]
Bug:In multiplayer of
Black Mesa, ragdolls does not create hole decals and blood from bullets if
Bug:Tripmines does not gib ragddols. [todo tested in ?]
Bug:Doesn't work. [todo tested in ?]
Note:Content moved to Rendering and studio model related KIO/Keyvalues for continuation of page history
Note:Content moved to Rendering and studio model related KIO/Inputs for continuation of page history
Note:Content moved to Rendering and studio model related KIO/Outputs for continuation of page history
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{{bug|In multiplayer of {{bms|4}}, ragdolls does not create hole decals and blood from bullets if <code>[4] Debris</code> spawnflag is enabled. If this flag is disabled - ragdolls still will not create blood effects and hand blood overlays.}} | {{bug|In multiplayer of {{bms|4}}, ragdolls does not create hole decals and blood from bullets if <code>[4] Debris</code> spawnflag is enabled. If this flag is disabled - ragdolls still will not create blood effects and hand blood overlays.}} | ||
{{bug|Tripmines does not gib ragddols.}} | {{bug|Tripmines does not gib ragddols.}} | ||
{{bug|The ping sprite often render through world and model | {{bug|The ping sprite often render through world geometry and model if a dead scientist [[item_suit|HEV]] is visible for [[VVIS]].}} | ||
{{back | Black Mesa Level Creation}} | {{back | Black Mesa Level Creation}} | ||
Revision as of 08:31, 13 March 2024
misc_dead_hev
is a point available in Black Mesa.
They are the HEV scientists found dead in Xen. Their suit will flash a ping light, attracting the player, then giving the player's suit charge. This entity is basically prop_ragdoll with ability to charge player. You can also change the sprite color of the ping light via Hammer.


sk_dead_hev_battery_value 0
cvar to prevent charge.
hev_male_xen
use skins that change text for sign on the back (the text is names of the game developers).


[4] Debris
spawnflag is enabled. If this flag is disabled - ragdolls still will not create blood effects and hand blood overlays. [todo tested in ?]
ConVars/Commands
Cvar/Command | Parameters or default value | Descriptor | Effect |
---|---|---|---|
sk_dead_hev_battery_value | 25 | Integer number | Amount of charge that will get player on dead scientist HEV touch. |
Keyvalues
- sequence ([todo internal name (i)]) <integer> !FGD
- The ragdoll will be moved to the first frame of this animation before VPhysics takes over.
Bug:Doesn't function. [todo tested in ?]
- Body (body) <integer> !FGD
- Specifies which body group should be used.
- Override Animation (angleOverride) <string>
- Filled in by the engine via wc_update_entity. Do not edit by hand except to clear.
- Health (health) <integer>
- The amount of damage the ragdoll takes before gibbing.
- Character Manifest Mimic Name (MimicName) <string> !FGD
- Choose a name or a classname from the character manifest to dress the ragdoll.
- Ping Sprite/Glow Color (spritecolor) <color255>
- The color of ping sprite. The default value is 255 0 0 (red).
- Ping Light Radius (lightradius) <integer>
- The radius at which the ping sprite will never be displayed.
- Ping Light Attachment Name (attachmentname) <string>
- Defines attachment in which ping sprite will appear.
- Ping Light Color (lightcolor) <color255>
- Ping light color.


Flags
- Debris : [4]
- Don't collide with the player or other debris
- Use 'Least Recently Used' Retirement : [4096] !FGD
- Allow Dissolve : [8192]
- Motion Disabled : [16384]
- Allow stretch : [32768]
- Start asleep : [65536]
Inputs
- AllowBloodPool !FGD
- Сorpse once will create pool of blood (particle effect) if it is placed on brush.
Note:Not avaible for
prop_ragdoll_original
andprop_ragdoll_attached
.
- StartRagdollBoogie
- Begins ragdoll boogie effect for 5 seconds.
Bug:This input is actually supposed to use a parameter for how long the ragdoll should boogie, but it uses the wrong field type in the data description. [todo tested in ?]
Code Fix:In
CRagdollProp
's data description, findDEFINE_INPUTFUNC( FIELD_VOID, "StartRagdollBoogie", InputStartRadgollBoogie )
and replaceFIELD_VOID
withFIELD_FLOAT
.
- EnableMotion, DisableMotion
- Enable/disable physics simulation.
- FadeAndRemove (in all games since
)
- Fade out then remove (kill) self. Parameter override = duration of fade.

Outputs
