Monster human grunt (GoldSrc): Difference between revisions
Jump to navigation
Jump to search
Warning:
Note:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.
No edit summary |
No edit summary |
||
| Line 1: | Line 1: | ||
[[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=Half-Life: Opposing Force|game2=Half-Life: Blue Shift|engine=1}} | ||
It is a soldier of the fictional United States Marine Corps unit called the HECU seen in [[Half-Life]] and its expansions. | It is a soldier of the fictional United States Marine Corps unit called the HECU seen in [[Half-Life]] and its expansions. | ||
Revision as of 00:30, 9 September 2023
monster_human_grunt is an e0 available in
Half-Life,
Half-Life: Opposing Force, and
Half-Life: Blue Shift.Template:1 topicon
- 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.
Keyvalues
- Weapons ([todo internal name (i)]) <choices>
- The weapons to give this NPC
Value Description 19mmAR 29mmAR + HG 39mmAR + LG 4Shotgun 5Shotgun + 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: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.