monster_hevsuit_dead
		
		
		
		
		
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 Important:This entity uses the second bodygroup of
Important:This entity uses the second bodygroup of 
 Half-Life 1 series and
 Half-Life 1 series and  Deathmatch Classic).
 Deathmatch Classic).
		
	
|  Class hierarchy | 
|---|
| CDeadHEV | 
|  player.cpp | 
monster_hevsuit_dead  is a   point entity  available in all  GoldSrc games. A nondescript scientist in an HEV suit, forced into a dead position and without AI. Serves as setdressing, just like monster_scientist_dead and monster_barney_dead. Unlike most monsters, this monster works in multiplayer.
 GoldSrc games. A nondescript scientist in an HEV suit, forced into a dead position and without AI. Serves as setdressing, just like monster_scientist_dead and monster_barney_dead. Unlike most monsters, this monster works in multiplayer.
In singleplayer, the body will have 8 HP and bleed red.
In multiplayer, the body will be nonsolid and indestructible. 
 Important:This entity uses the second bodygroup of
Important:This entity uses the second bodygroup of 
models/player.mdl. As such, it may not appear correctly in games where the player model is not clad in an HEV suit (it will reliably work in the  Half-Life 1 series and
 Half-Life 1 series and  Deathmatch Classic).
 Deathmatch Classic).Keyvalues
- Pose (pose) <choices>
- How the body is positioned.
- Value - Description - 1 - On back - 2 - Seated - 3 - On Stomach - 4 - On Table 
- Animation Sequence (editor) (sequence) <integer>
- Animation sequence to display in the editor (no effect in-game). The vanilla player.mdl from Half-Life and Deathmatch Classic should use the following values:
- Value - Description - 73 - On back - 74 - Seated - 75 - On Stomach - 76 - On Table 
- 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.
- 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
- Not in Deathmatch : [2048]
