Monster hevsuit dead (GoldSrc): Difference between revisions
		
		
		
		
		
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Important:This entity uses the second bodygroup of 
 Half-Life 1 series and 
 Deathmatch Classic).
		
	
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In singleplayer, the body will have 8 [[HP]] and bleed red.  | In singleplayer, the body will have 8 [[HP]] and bleed red.  | ||
In multiplayer, the body will be nonsolid and indestructible.    | In multiplayer, the body will be nonsolid and indestructible.    | ||
{{important|This entity uses the second bodygroup of {{file|models/player|mdl}}. As such, it may not appear correctly in games where the player model is not clad in an HEV suit (it will reliably work in the {{Half-Life 1 series|2}} and {{dmc|2}}).}}  | |||
== Keyvalues ==  | == Keyvalues ==  | ||
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| <code>4</code> || On Table  | | <code>4</code> || On Table  | ||
|}  | |}  | ||
{{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   | {{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 use the following values:}}  | ||
:{| class=standard-table  | :{| class=standard-table  | ||
! Value || Description  | ! Value || Description  | ||
Revision as of 06:45, 22 September 2024
| CDeadHEV | 
monster_hevsuit_dead  is a   point entity  available in all 
 GoldSrc games. A nondescript scientist in an HEV suit, forced into a dead position and without AI. Serves as setdressing, just like monster_scientist_dead and monster_barney_dead.
In singleplayer, the body will have 8 HP and bleed red. In multiplayer, the body will be nonsolid and indestructible.
models/player.mdl. As such, it may not appear correctly in games where the player model is not clad in an HEV suit (it will reliably work in the Keyvalues
- Pose (pose) <choices>
 - How the body is positioned.
 
Value Description 1On back 2Seated 3On Stomach 4On 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 use the following values:
 
Value Description 73On back 74Seated 75On Stomach 76On 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.
 
- 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]