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Monster furniture (GoldSrc): Difference between revisions

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{{tabs|monster_furniture|source=1|goldsrc=1|main=source}}
{{this is a|point entity|name=monster_furniture|engine=GoldSrc|game=Half-Life|game1=Half-Life: Opposing Force|game2=Half-Life: Blue Shift}} Used in scripted sequences ([[scripted_sequence (GoldSrc)|scripted_sequence]] and [[aiscripted_sequence (GoldSrc)|aiscripted_sequence]]) involving furniture models.
{{this is a|point entity|name=monster_furniture|engine=GoldSrc|game=Half-Life|game1=Half-Life: Opposing Force|game2=Half-Life: Blue Shift}} Used in scripted sequences ([[scripted_sequence (GoldSrc)|scripted_sequence]] and [[aiscripted_sequence (GoldSrc)|aiscripted_sequence]]) involving furniture models.



Revision as of 11:44, 5 August 2024

monster_furniture is a point entity available in Half-Life Half-Life, Half-Life: Opposing Force Half-Life: Opposing Force, and Half-Life: Blue Shift Half-Life: Blue Shift. Used in scripted sequences (scripted_sequence and aiscripted_sequence) involving furniture models.

Key Values

Animation Sequence (editor) (sequence) <integer>
Model (model) <model path>
Model to display (MDL, BSP, or SPR). Relative to mod folder.
Colormap (colormap) <integer>
Works like the deathmatch recolor system, wherein this KV equals (bottomcolor * 256) + topcolor. This value can be calculated using Half-Life Asset Manager.
Tip.pngTip:In Sven Co-op Sven Co-op, the topcolor and bottomcolor KVs are available to be used instead, for clarity.

Monster:

TriggerTarget (TriggerTarget) <targetname>
Name of entity to target when the trigger conditions are met.
Trigger Condition (TriggerCondition) <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) <targetname>
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, usually via the target, killtarget, and TriggerTarget KVs.
Render Mode (rendermode) <choices>
Render Mode to use.
Render modes
  1. Normal
  2. Color
  3. Texture
  4. Glow
  5. Solid
  6. 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.
Render FX (renderfx) <choices>
Render FX mode to use, for special effects.
Render effects
  1. Normal
  2. Slow Pulse
  3. Fast Pulse
  4. Slow Wide Pulse
  5. Fast Wide Pulse
  6. Slow Fade Away
  7. Fast Fade Away
  8. Slow Become Solid
  9. Fast Become Solid
  10. Slow Strobe
  11. Fast Strobe
  12. Faster Strobe
  13. Slow Flicker
  14. Fast Flicker
  15. Constant Glow
  16. Distort
  17. Hologram (Distort + fade)


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

Wait Till Seen : [1]
Gag : [2]
Monster Clip : [4]
Prisoner : [16]
Wait For Script : [128]
Pre-Disaster : [256]
Fade Corpse : [512]