misc_dead_hev

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misc_dead_hev is a point available in Black Mesa Black Mesa.

Misc dead hev alt.png

They are the HEV scientists found dead in Xen. Their suit will flash a ping light, attracting the player, then giving the player's suit charge. This entity is basically prop_ragdoll with ability to charge player. You can also change the sprite color of the ping light via Hammer.

Tip.pngTip:If you create a map for Black Mesa Black Mesa there player is not HEV/PCV guy - use sk_dead_hev_battery_value 0 cvar to prevent charge.
Note.pngNote:For the original model from multiplayer you can change the skin of the scientist's face under the helmet, but the player will not see it unless they clip inside of it. Model hev_male_xen use skins that change text for sign on the back (the text is names of the game developers).
Icon-Bug.pngBug:Ragdoll's gibs does not gibbing before save load since the first Steam version.  [todo tested in ?]
Icon-Bug.pngBug:Original models use blood overlay for hands, because of this, when player’s hands get blood overlay - dead hev scientists will get the same blood overlay. Works in singleplayer and multiplayer.  [todo tested in ?]
Icon-Bug.pngBug:Crowbar's raycast skip/ignore server side ragdolls since the first Steam version.  [todo tested in ?]
Icon-Bug.pngBug:In multiplayer of Black Mesa Black Mesa, ragdolls does not create hole decals and blood from bullets if [4] Debris spawnflag is enabled. If this flag is disabled - ragdolls still will not create blood effects and hand blood overlays.  [todo tested in ?]
Icon-Bug.pngBug:Tripmines does not gib ragddols.  [todo tested in ?]
Icon-Bug.pngBug:The ping sprite often render through world and model geometry if a dead scientist HEV is visible for VVIS.  [todo tested in ?]
Black Mesa Level Creation

ConVars/Commands

Cvar/Command Parameters or default value Descriptor Effect
sk_dead_hev_battery_value 25 Integer number Amount of charge that will get player on dead scientist HEV touch.

Keyvalues

sequence ([todo internal name (i)]) <integer> !FGD
The ragdoll will be moved to the first frame of this animation before VPhysics takes over.
Icon-Bug.pngBug:Doesn't function.  [todo tested in ?]
Body (body) <integer> !FGD
Specifies which body group should be used.
Override Animation (angleOverride) <string>
Filled in by the engine via wc_update_entity. Do not edit by hand except to clear.
Health (health) <integer>
The amount of damage the ragdoll takes before gibbing.
Character Manifest Mimic Name (MimicName) <string> !FGD
Choose a name or a classname from the character manifest to dress the ragdoll.
Ping Sprite/Glow Color (spritecolor) <color255>
The color of ping sprite. The default value is 255 0 0 (red).
Ping Light Radius (lightradius) <integer>
The radius at which the ping sprite will never be displayed.
Ping Light Attachment Name (attachmentname) <string>
Defines attachment in which ping sprite will appear.
Ping Light Color (lightcolor) <color255>
Ping light color.
Icon-Bug.pngBug:Doesn't work.  [todo tested in ?]
Note.pngNote:Content moved to Rendering and studio model related KIO/Keyvalues for continuation of page history

Flags

Debris : [4]
Don't collide with the player or other debris
Use 'Least Recently Used' Retirement : [4096] !FGD
Allow Dissolve : [8192]
Motion Disabled : [16384]
Allow stretch : [32768]
Start asleep : [65536]

Inputs

AllowBloodPool  !FGD
Сorpse once will create pool of blood (particle effect) if it is placed on brush.
Note.pngNote:Not avaible for prop_ragdoll_original and prop_ragdoll_attached.
StartRagdollBoogie
Begins ragdoll boogie effect for 5 seconds.
Icon-Bug.pngBug:This input is actually supposed to use a parameter for how long the ragdoll should boogie, but it uses the wrong field type in the data description.  [todo tested in ?]
Cpp.pngCode Fix:In CRagdollProp's data description, find DEFINE_INPUTFUNC( FIELD_VOID, "StartRagdollBoogie", InputStartRadgollBoogie ) and replace FIELD_VOID with FIELD_FLOAT.
EnableMotion, DisableMotion
Enable/disable physics simulation.
FadeAndRemove  (in all games since Half-Life 2: Episode Two)
Fade out then remove (kill) self. Parameter override = duration of fade.
Note.pngNote:Content moved to Rendering and studio model related KIO/Inputs for continuation of page history


Outputs

Note.pngNote:Content moved to Rendering and studio model related KIO/Outputs for continuation of page history