monster_scientist_dead
(Redirected from Monster scientist dead (GoldSource Engine))
monster_scientist_dead
is a point entity available in Half-Life, Half-Life: Opposing Force, and 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:Some keyvalues, spawnflags, or effect flags might not affect an monster, based on the functionality and coding of the monster.
- Body
([todo internal name (i)])
<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
([todo internal name (i)])
<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
(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.