monster_scientist
		
		
		
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monster_scientist  is a   point entity  available in  Half-Life,
 Half-Life,  Half-Life: Opposing Force, and
 Half-Life: Opposing Force, and  Half-Life: Blue Shift.
 Half-Life: Blue Shift.
The Black Mesa science personnel. They can follow the player and administer weak antidote for wounds. They're sometimes required in gameplay for access to otherwise restricted areas through retinal scanners.
 Note:Using the "Pre-Disaster" spawnflag will make this entity refuse to follow the player.
Note:Using the "Pre-Disaster" spawnflag will make this entity refuse to follow the player. AltNames:In
AltNames:In 
 , monster_scientist is an alias for hostage_entity.
, monster_scientist is an alias for hostage_entity.Keyvalues
 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.
- Body (body) <choices>
- Only difference is appearance. Some alter the pitch of the sentences they speak.
- Value - Description - -1- Random - 0- Glasses (aka "  Walter" or "Kleiner") Walter" or "Kleiner")- 1- Einstein (aka "Coomer") - 2- Luther (aka "Eli") - 3- Slick 
TalkMonster:
- Use Sentence <string>
- The name of a sentence that plays when the player brings the NPC into their group. Example: "All right let's go, I didn't wanna die alone anyway."
- Un-Use Sentence <string>
- The name of a sentence that plays when the player removes the NPC from their group. Example: "All right, I'll stay right here."
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.
GoldSrc 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.
See also
- monster_scientist_dead, the dead scientist entity in Half-Life.
- monster_human_scientist, the evil human scientist entity in Gunman Chronicles.
Categories: 
- Half-Life
- Half-Life: Opposing Force
- Half-Life: Blue Shift
- 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
- GoldSrc NPC entities
- Half-Life 1 NPCs
- Half-Life Entities



