monster_hgrunt_dead

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monster_hgrunt_dead is a point entity available in the following GoldSrc GoldSrc games or engine branches:
Half-Life Half-LifeHalf-Life: Opposing Force Half-Life: Opposing Force and Half-Life: Blue Shift 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.

Blank image.pngTodo: add image(s) for this entity

Key Values


Angles:
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
FX Amount (1-255) (renderamt) <integer>
Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque.
FX Color (R G B) (rendercolor) <color255>
Color to use by the specified render mode.
Also used to control the speed of scrolling textures; see func_conveyor for more information.


Flags

  •  [2048] : Not In Deathmatch