monster_scientist_dead

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monster_scientist_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.

Exactly the same as monster_scientist, however forced into a "dead" position and lacks AI. These are placed throughout maps purely for environmental reasons.

Keyvalues

Note.pngNote:Some keyvalues, flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.


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
Position <choices>
The manner of what position this entity was in when killed.
Value Description
0 On back
1 On stomach
2 Sitting
3 Hanging
4 Table 1
5 Table 2
6 Table 3

Monster:

TriggerTarget <string>
Name of entity to target when the trigger conditions are met.
Trigger Condition <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 <targetname>
The targetname of the first path_corner in a path this monster will move to when spawned.

Targetname:
Name (targetname) <targetname>
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
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.



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.


GoldSrc flags

  •  [1] : Wait Till Seen
  •  [2] : Gag (No IDLE sounds until angry)
  •  [4] : MonsterClip
  •  [8] : No wreckage
  •  [16] : Prisoner
  •  [64] : Start inactive
  •  [128] : Wait for script
  •  [512] : Fade corpse
  •  [2048] : Not in Deathmatch
       !FGD for some entities.