monster_scientist
(Redirected from Monster scientist (GoldSource Engine))
monster_scientist
is a point entity available in Half-Life, Half-Life: Opposing Force, and Half-Life: Blue Shift.
The Black Mesa science personnel. They can follow the player and administer weak antidote for wounds. They're sometimes required in gameplay for access to otherwise restricted areas through retinal scanners.
Note:Using the "Pre-Disaster" spawnflag will make this entity refuse to follow the player.
Keyvalues
Note:Some keyvalues, spawnflags, or effect flags might not affect an monster, based on the functionality and coding of the monster.
- Body
(body)
<choices> - Only difference is appearance. Some alter the pitch of the sentences they speak.
Value Description -1
Random 0
Glasses (aka " Walter" or "Kleiner") 1
Einstein (aka "Coomer") 2
Luther (aka "Eli") 3
Slick
TalkMonster:
- Use Sentence
<string>
- The name of a sentence that plays when the player brings the NPC into their group. Example: "All right let's go, I didn't wanna die alone anyway."
- Un-Use Sentence
<string>
- The name of a sentence that plays when the player removes the NPC from their group. Example: "All right, I'll stay right here."
Monster:
- TriggerTarget
(TriggerTarget)
<targetname> - Name of entity to target when the trigger conditions are met.
- Trigger Condition
(TriggerCondition)
<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"
Target:
- Target
(target)
<targetname> - The targetname of the first
path_corner
in a path this monster will move to when spawned.
Targetname:
- Name
(targetname)
<string> - The targetname that other entities refer to this entity by.
- 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.
- 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.
GoldSrc flags
Wait Till Seen : [1]
Gag (No IDLE sounds until angry) : [2]
MonsterClip : [4]
No wreckage : [8]
Prisoner : [16]
Start inactive : [64]
Wait for script : [128]
Pre-disaster : [256]
- Only for use with
monster_scientist
andmonster_barney
. Has no effect on aliens.
Fade corpse : [512]
Not in Deathmatch : [2048]
- !FGD for some entities.
See also
- monster_scientist_dead, the dead scientist entity in Half-Life.
- monster_human_scientist, the evil human scientist entity in Gunman Chronicles.