Monster alien slave (GoldSrc): Difference between revisions

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(Added descriptions to keyvalues and available choices for choice lists.)
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==Key Values==
==Key Values==
 
; Squad Name <code><[[string]]></code>
* Target
: Monsters sharing the same squad name will help each other in combat.
* Name
; Name <code><[[target_source]]></code>
* RenderFX
: The [[targetname]] that other entities refer to this entity by.
* Render Mode
; Target <code><[[target_destination]]></code>
* FX Amount(1 - 255)
: The name of an entity this entity will trigger when activated.
* Render Color(R G B)
; Render Mode <code><choices></code>
* Pitch Yaw Roll(Y Z X)
: Rendermode to use.
* Trigger Target
:* 0: "Normal"
* Trigger Condition
:* 1: "Color"
* Squad Name
:* 2: "Texture"
:* 3: "Glow"
:* 4: "Solid"
:* 5: "Additive"
; Render FX <code><choices></code>
: Render FX mode to use, for special effects.
:* 0: "Normal"
:* 1: "Slow Pulse"
:* 2: "Fast Pulse"
:* 3: "Slow Wide Pulse"
:* 4: "Fast Wide Pulse"
:* 9: "Slow Strobe"
:* 10: "Fast Strobe"
:* 11: "Faster Strobe"
:* 12: "Slow Flicker"
:* 13: "Fast Flicker"
:* 5: "Slow Fade Away"
:* 6: "Fast Fade Away"
:* 7: "Slow Become Solid"
:* 8: "Fast Become Solid"
:* 14: "Constant Glow"
:* 15: "Distort"
:* 16: "Hologram (Distort + fade)"
; FX Amount (1-255) <code><integer></code>
: Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque.
; FX Color (R G B) <code><[[color255]]></code>
: Color to use by the specified render mode.
; Pitch Yaw Roll (Y Z X) <code><string></code>
: Controls this entities orientation in the world.
; Trigger Condition <code><choices></code>
: 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"
; TriggerTarget <code><string></code>
: Name of entity to target when the trigger conditions are met.


==Flags==
==Flags==
 
* 1 : Wait Till Seen
* Wait Till Seen
* 2 : Gag
* Gag
* 4 : Monster Clip
* Monster Clip
* 16 : Prisoner
* Prisoner
* 32 : Squad Leader
* Squad Leader
* 64 : Ignore Player
* Ignore Player
* 128 : Wait For Script
* Wait For Script
* 256 : Pre-Disaster
* Pre-Disaster
* 512 : Fade Corpse
* Fade Corpse


==Related Entities==
==Related Entities==


* Monster_Alien_Grunt
* [[monster_alien_grunt_(goldsource_engine)|monster_alien_grunt]]
* Monster_Alien_Controller
* [[monster_alien_controller_(goldsource_engine)|monster_alien_controller]]


[[Category:Half-Life]]
[[Category:Half-Life]]
[[Category:Half-Life 1 NPCs|A]]
[[Category:Half-Life 1 NPCs|A]]

Revision as of 06:46, 30 March 2015

Half-Life Half-Life: Opposing Force Half-Life: Blue Shift

A group of alien slaves

Template:Hl1 point

Entity description

Spawns a hostile alien slave enemy, a small but viscious alien with the ability to claw and shoot lightning at the player or other NPCs. This entity is Gravity affected, meaning if it's positioned mid-air in the editor, it will fall to the nearest BSP brush below it when the map runs. It's Half-Life 2 counterpart is the npc_vortigaunt.

Key Values

Squad Name <string>
Monsters sharing the same squad name will help each other in combat.
Name <target_source>
The targetname that other entities refer to this entity by.
Target <target_destination>
The name of an entity this entity will trigger when activated.
Render Mode <choices>
Rendermode to use.
  • 0: "Normal"
  • 1: "Color"
  • 2: "Texture"
  • 3: "Glow"
  • 4: "Solid"
  • 5: "Additive"
Render FX <choices>
Render FX mode to use, for special effects.
  • 0: "Normal"
  • 1: "Slow Pulse"
  • 2: "Fast Pulse"
  • 3: "Slow Wide Pulse"
  • 4: "Fast Wide Pulse"
  • 9: "Slow Strobe"
  • 10: "Fast Strobe"
  • 11: "Faster Strobe"
  • 12: "Slow Flicker"
  • 13: "Fast Flicker"
  • 5: "Slow Fade Away"
  • 6: "Fast Fade Away"
  • 7: "Slow Become Solid"
  • 8: "Fast Become Solid"
  • 14: "Constant Glow"
  • 15: "Distort"
  • 16: "Hologram (Distort + fade)"
FX Amount (1-255) <integer>
Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque.
FX Color (R G B) <color255>
Color to use by the specified render mode.
Pitch Yaw Roll (Y Z X) <string>
Controls this entities orientation in the world.
Trigger Condition <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"
TriggerTarget <string>
Name of entity to target when the trigger conditions are met.

Flags

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

Related Entities