monster_hgrunt_dead
monster_hgrunt_dead
is a point entity available in Half-Life, Half-Life: Opposing Force, and Half-Life: Blue Shift. Spawns a dead monster_human_grunt. Can be used to simulate the aftermath of a battle, or as a place to provide the player with a weapon or ammunition.
Todo: add image(s) for this entity
Key Values
- Pitch Yaw Roll (Y Z X)
(angles)
<angle> - 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.
- Pose
(pose)
<choices> - 0 : On stomach
1 : On side
2 : Seated - Body
(body)
<choices> - 0 : Grunt with Gun
1 : Commander with Gun
2 : Grunt no Gun
3 : Commander no Gun - Animation Sequence (editor)
(sequence)
<choices> - 44 : deadstomach
45 : deadside
46 : deadsitting
- 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; seefunc_conveyor
for more information.
Flags
Not In Deathmatch : [2048]