monster_generic
monster_generic
is a point entity available in Half-Life, Half-Life: Opposing Force, and Half-Life: Blue Shift. Generic script monster.
Note:Some keyvalues, spawnflags, or effect flags might not affect an monster, based on the functionality and coding of the monster.
Keyvalues
- Model
<string>
- The model this entity will appear as in-game.
- Body
<integer>
- The bodygroup of it's model this entity will use.
Targetname:
- Name
(targetname)
<string> - The targetname that other entities refer to this entity by.
Target:
- Target
(target)
<targetname> - The targetname of an entity this entity will trigger when activated.
- Render Mode
<choices>
- Rendermode to use.
- 0: "Normal"
- 1: "Color"
- 2: "Texture"
- 3: "Glow"
- 4: "Solid"
- 5: "Additive"
- Render FX
<choices>
- Render FX mode to use, for special effects.
- 0: "Normal"
- 1: "Slow Pulse"
- 2: "Fast Pulse"
- 3: "Slow Wide Pulse"
- 4: "Fast Wide Pulse"
- 9: "Slow Strobe"
- 10: "Fast Strobe"
- 11: "Faster Strobe"
- 12: "Slow Flicker"
- 13: "Fast Flicker"
- 5: "Slow Fade Away"
- 6: "Fast Fade Away"
- 7: "Slow Become Solid"
- 8: "Fast Become Solid"
- 14: "Constant Glow"
- 15: "Distort"
- 16: "Hologram (Distort + fade)"
- FX Amount (1-255)
<integer>
- Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque.
- FX Color (R G B)
<color255>
- Color to use by the specified render mode.
- Pitch Yaw Roll (Y Z X)
<string>
- Controls this entities orientation in the world.
- Trigger Condition
<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"
- TriggerTarget
<string>
- Name of entity to target when the trigger conditions are met.
Flags
- 1 : Wait Till Seen
- 2 : Gag
- 4 : Not Solid
- 16 : Prisoner
- 128 : Wait For Script
- 256 : Pre-Disaster
- 512 : Fade Corpse