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Monster hevsuit dead (GoldSrc): Difference between revisions

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== Keyvalues ==
== Keyvalues ==
{{KV|Pose|choices|How the body is positioned.}}
{{KV|Pose|intn=pose|choices|How the body is positioned.}}
:{| class=standard-table
:{| class=standard-table
! Value || Description
! Value || Description
Line 20: Line 20:
|-
|-
| <code>4</code> || On Table
| <code>4</code> || On Table
|}
{{KV|Animation Sequence (editor)|intn=sequence|int|Animation sequence to display in the editor. The vanilla player.mdl from [[Half-Life]] and [[Deathmatch Classic]] should usethe following values:}}
:{| class=standard-table
! Value || Description
|-
| <code>73</code> || On back
|-
| <code>74</code> || Seated
|-
| <code>75</code> || On Stomach
|-
| <code>76</code> || On Table
|}
|}
{{hl1 kv renderfields}}
{{hl1 kv renderfields}}

Revision as of 10:40, 4 July 2024

Monster hevsuit dead.PNG

monster_hevsuit_dead is a point entity available in all GoldSrc GoldSrc games.

Entity description

A nondescript scientist in an HEV suit, forced into a dead position and without AI. Serves the same purpose as monster_scientist_dead or monster_barney_dead.

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

Pose (pose) <choices>
How the body is positioned.
Value Description
1 On back
2 Seated
3 On Stomach
4 On Table
Animation Sequence (editor) (sequence) <integer>
Animation sequence to display in the editor. The vanilla player.mdl from Half-Life and Deathmatch Classic should usethe following values:
Value Description
73 On back
74 Seated
75 On Stomach
76 On Table
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.

Flags

Not in Deathmatch : [2048]