monster_hgrunt_dead
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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; see func_conveyor for more information.
Flags
Not In Deathmatch : [2048]