Monster barnacle (GoldSrc): Difference between revisions
		
		
		
		
		
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 Note:Barnacles are always given the EF INVLIGHT effect flag, causing them to be lit based upon the ceiling's lightmap, instead of the floor's.
Note:Barnacles are always given the EF INVLIGHT effect flag, causing them to be lit based upon the ceiling's lightmap, instead of the floor's.
 Note:Some keyvalues, spawnflags, or effect flags might not affect a monster, based on the functionality and coding of the monster.
Note:Some keyvalues, spawnflags, or effect flags might not affect a monster, based on the functionality and coding of the monster.
		
	
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| {{ | {{tabsBar|main=npc barnacle}} | ||
| [[File:Barnacles in c2a2.png|thumb|right|300px|Barnacles suspended from a ceiling.]] | [[File:Barnacles in c2a2.png|thumb|right|300px|Barnacles suspended from a ceiling.]] | ||
| {{this is a|point entity|name=monster_barnacle|engine=GoldSrc|game=Half-Life|game1=Half-Life: Opposing Force|game2=Half-Life: Blue Shift}} It is a stationary, ceiling-mounted 'fishing' monster that tries to eat anything its tongue touches. | {{this is a|point entity|name=monster_barnacle|engine=GoldSrc|game=Half-Life|game1=Half-Life: Opposing Force|game2=Half-Life: Blue Shift}} It is a stationary, ceiling-mounted 'fishing' monster that tries to eat anything its tongue touches. | ||
Latest revision as of 06:10, 16 May 2025

 
monster_barnacle  is a   point entity  available in  Half-Life,
 Half-Life,  Half-Life: Opposing Force, and
 Half-Life: Opposing Force, and  Half-Life: Blue Shift. It is a stationary, ceiling-mounted 'fishing' monster that tries to eat anything its tongue touches.
 Half-Life: Blue Shift. It is a stationary, ceiling-mounted 'fishing' monster that tries to eat anything its tongue touches.
Barnacles were originally devised as a simple way to limit movement in levels.
 Note:Barnacles are always given the EF INVLIGHT effect flag, causing them to be lit based upon the ceiling's lightmap, instead of the floor's.
Note:Barnacles are always given the EF INVLIGHT effect flag, causing them to be lit based upon the ceiling's lightmap, instead of the floor's. Note:Some keyvalues, spawnflags, or effect flags might not affect a monster, based on the functionality and coding of the monster.
Note:Some keyvalues, spawnflags, or effect flags might not affect a monster, based on the functionality and coding of the monster.Keyvalues
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.
- 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
- 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. 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.
Categories: 
- Point entities
- Non-internal Half-Life entities
- Half-Life entities
- Half-Life point entities
- Non-internal Half-Life: Opposing Force entities
- Half-Life: Opposing Force entities
- Half-Life: Opposing Force point entities
- Non-internal Half-Life: Blue Shift entities
- Half-Life: Blue Shift entities
- Half-Life: Blue Shift point entities
- Non-internal GoldSrc base entities
- GoldSrc base entities
- GoldSrc base point entities
- GoldSrc NPC entities
- Half-Life
- Half-Life 1 NPCs
- Half-Life Entities

























