Template:Hl1 kv monster: Difference between revisions

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(Changed info on 'target' keyvalue to what it actually does on monster entities.)
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:* 10: "See Player Unconditional"
:* 10: "See Player Unconditional"
:* 11: "See Player, Not In Combat"|noscroll=1}}
:* 11: "See Player, Not In Combat"|noscroll=1}}
{{Hl1_kv_target}}
{{ScrollBox|title=Target|
; Target <code><[[targetname|target_destination]]></code>
: The [[targetname]] of the first [[path_corner_(GoldSource_Engine)|path_corner]] in a path this monster will move to when spawned.}}
{{Hl1_kv_targetname}}
{{Hl1_kv_targetname}}
{{Hl1_kv_renderfields}}
{{Hl1_kv_renderfields}}
{{KV_Angles}}
{{KV_Angles}}

Revision as of 12:14, 4 September 2015

Monster:
TriggerTarget <string>
Name of entity to target when the trigger conditions are met.
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"
Target:
Target <target_destination>
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.
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.