Monster hevsuit dead (GoldSrc): Difference between revisions
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Note:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.
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| <code>4</code> || On Table | | <code>4</code> || On Table | ||
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{{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:}} | {{KV|Animation Sequence (editor)|intn=sequence|int|Animation sequence to display in the editor (no effect in-game). The vanilla player.mdl from [[Half-Life]] and [[Deathmatch Classic]] should usethe following values:}} | ||
:{| class=standard-table | :{| class=standard-table | ||
! Value || Description | ! Value || Description |
Revision as of 11:48, 4 July 2024
monster_hevsuit_dead
is a point entity available in all GoldSrc games.
In singleplayer, the body will have 8 HP and bleed red. In multiplayer, the body will be nonsolid and indestructible.
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.

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 (no effect in-game). 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]