This article's documentation is for the "GoldSrc" engine. Click here for more information.

monster_alien_slave

From Valve Developer Community
(Redirected from Monster alien slave)
Jump to navigation Jump to search
English (en)Translate (Translate)
Edit Tabs
A group of alien slaves
C++ Class hierarchy
CISlave
CSquadMonster
CBaseMonster
CBaseToggle
CBaseAnimating
CBaseDelay
CBaseEntity
C++ islave.cpp

monster_alien_slave is a point entity available in Half-Life Half-Life, Half-Life: Opposing Force Half-Life: Opposing Force, and Half-Life: Blue Shift Half-Life: Blue Shift.

Spawns a hostile vortigaunt, a small but vicious alien with the ability to claw and shoot lightning at the player or other NPCs. This monster is affected by gravity, meaning if it's positioned mid-air in the editor, it will fall to the nearest BSP brush below it when the map runs.

AltNames.pngAltNames: This entity is also tied to monster_vortigaunt.
Note.pngNote:Some keyvalues, spawnflags, or effect flags might not affect a monster, based on the functionality and coding of the monster.
Cpp.pngCode:Vortigaunts have code which animates from skin 0 to skin 4 while they are charging their ranged attack. This feature goes unused because vanilla models only have one skin, but can be enabled without any code modifications using a custom model.

Key Values

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, usually via the target, killtarget, and TriggerTarget KVs.
Render Mode (rendermode) <choices>
Render Mode to use.
Render modes
  1. Normal
  2. Color
  3. Texture
  4. Glow
  5. Solid
  6. 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.
Render FX (renderfx) <choices>
Render FX mode to use, for special effects.
Render effects
  1. Normal
  2. Slow Pulse
  3. Fast Pulse
  4. Slow Wide Pulse
  5. Fast Wide Pulse
  6. Slow Fade Away
  7. Fast Fade Away
  8. Slow Become Solid
  9. Fast Become Solid
  10. Slow Strobe
  11. Fast Strobe
  12. Faster Strobe
  13. Slow Flicker
  14. Fast Flicker
  15. Constant Glow
  16. Distort
  17. 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

  • 1 : Wait Till Seen
  • 2 : Gag
  • 4 : Monster Clip
  • 16 : Prisoner
  • 32 : Squad Leader
  • 64 : Ignore Player
  • 128 : Wait For Script
  • 256 : Pre-Disaster
  • 512 : Fade Corpse

Related Entities