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).
SirYodaJedi (talk | contribs) m (→Keyvalues) |
SirYodaJedi (talk | contribs) m (Word choice) |
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{{CD|CDeadHEV|goldsrc=1|base=CBaseMonster}} | {{CD|CDeadHEV|goldsrc=1|base=CBaseMonster}} | ||
[[File:monster_hevsuit_dead.PNG|thumb|320px]] | [[File:monster_hevsuit_dead.PNG|thumb|320px]] | ||
{{this is a|point entity|name=monster_hevsuit_dead|engine=GoldSrc}} A nondescript scientist in an HEV suit, forced into a dead position and without AI. Serves as setdressing, just like [[monster_scientist_dead_(GoldSrc)|monster_scientist_dead]] and [[monster_barney_dead_(GoldSrc)|monster_barney_dead]]. Unlike most [[monster]]s, this | {{this is a|point entity|name=monster_hevsuit_dead|engine=GoldSrc}} A nondescript scientist in an HEV suit, forced into a dead position and without AI. Serves as setdressing, just like [[monster_scientist_dead_(GoldSrc)|monster_scientist_dead]] and [[monster_barney_dead_(GoldSrc)|monster_barney_dead]]. Unlike most [[monster]]s, this entity works in multiplayer. | ||
In singleplayer, the body will have 8 [[HP]] and bleed red.<br> | In singleplayer, the body will have 8 [[HP]] and bleed red.<br> | ||
Latest revision as of 13:18, 14 November 2025
| 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. Unlike most monsters, this entity works in multiplayer.
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 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 use the following values:
Value Description 73 On back 74 Seated 75 On Stomach 76 On Table
- Render Mode (rendermode) <choices>
- Render Mode to use.
Render modes - Normal
- Color
- Texture
- Glow
- Solid
- 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.
- Render FX (renderfx) <choices>
- Render FX mode to use, for special effects.
Render effects - Normal
- Slow Pulse
- Fast Pulse
- Slow Wide Pulse
- Fast Wide Pulse
- Slow Fade Away
- Fast Fade Away
- Slow Become Solid
- Fast Become Solid
- Slow Strobe
- Fast Strobe
- Faster Strobe
- Slow Flicker
- Fast Flicker
- Constant Glow
- Distort
- 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
- Not in Deathmatch : [2048]