monster_furniture
		
		
		
		
		
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Note:Some keyvalues, spawnflags, or effect flags might not affect a monster, based on the functionality and coding of the monster.
		
	
monster_furniture  is a   point entity  available in 
 Half-Life, 
 Half-Life: Opposing Force, and 
 Half-Life: Blue Shift. Used in scripted sequences (scripted_sequence and aiscripted_sequence) involving furniture models.
Key Values
- Animation Sequence (editor) (sequence) <integer>
 
- Model (model) <model path>
 - Model to display (MDL, BSP, or SPR). Relative to mod folder.
 
- Colormap (colormap) <integer>
 - Works like the deathmatch recolor system, wherein this KV equals 
(bottomcolor * 256) + topcolor. This value can be calculated using
.
Tip:In 
 Sven Co-op, the topcolor and bottomcolor KVs are available to be used instead, for clarity. 
ZHLT:
- Copy lighting from (VHLT+) (zhlt_copylight) <targetname>
 - Copies the lighting from the named entity to the nearest lightmap luxel below this entity's origin.
 
Tip:To avoid having the copied lighting visibly affecting the brush lighting, put a 16x16x1 func_detail with zhlt_noclipenabled directly below this model's origin. Texture the top face withblack_HIDDEN, and the rest of the faces withSKIP.
Note:Not compatible with entities using the effect flag EF_INVLIGHT.
- Model shadows (UMHLT, SDHLT) (zhlt_studioshadow) <boolean>
 - Enable to cast shadows from MDLs found in the 
modelKV. 
- Model shadow mode (SDHLT) (zhlt_shadowmode) <choices>
 - 0 - Use Bounding Box
 - 1 - Use triangles (default)
 - 2 - Use Bounding boxes of triangles
 
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 : [2]
 
- Monster Clip : [4]
 
- Prisoner : [16]
 
- Wait For Script : [128]
 
- Pre-Disaster : [256]
 
- Fade Corpse : [512]
 
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 Entities