monster_zombie
(Redirected from Monster zombie (GoldSource Engine))
Todo: Separate if needed on They Hunger and GoldSrc vanilla versions
monster_zombie
is a point entity available in Half-Life, Half-Life: Opposing Force, Half-Life: Blue Shift, Paranoia, and They Hunger.
The Black Mesa science personnel under the control of a headcrab. They have very basic AI and can only swipe at the player.
Note:In They Hunger, this entity's sound changes based on its
body
value.Note:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.
Key Values
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.
- message
([todo internal name (i)])
<string> - TH_WAVEDIR (only in )
- health
([todo internal name (i)])
<integrer> - TH_HEALTH (only in )
- model
([todo internal name (i)])
<string> - TH_MODEL (only in )
- skin
([todo internal name (i)])
<choices> - TH_SKINTYPE (only in )
- 0 : "TH_Standard"
- 1 : "TH_Cop"
- 2 : "TH_Burn"
- 3 : "TH_Flesh"
- body
([todo internal name (i)])
<choices> - TH_BODY (only in )
- 0 : "TH_Funeral"
- 1 : "TH_Headlessf"
- 2 : "TH_Civillian"
- 3 : "TH_Headlessc"
- 4 : "TH_Cop"
- 5 : "TH_Female"
- 6 : "TH_Biohazardsuit"
- 7 : "TH_Rear_Echelon_officer"
- 8 : "TH_ENST_Zombie"
- 9 : "TH_doctor_zomb"
- 10 : "TH_Patient_zomb"
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.
Categories:
- Half-Life entities
- Half-Life point entities
- Half-Life: Opposing Force entities
- Half-Life: Opposing Force point entities
- Half-Life: Blue Shift entities
- Half-Life: Blue Shift point entities
- Paranoia entities
- Paranoia point entities
- They Hunger entities
- They Hunger point entities
- GoldSrc base entities
- GoldSrc base point entities
- NPC entities
- Half-Life
- Half-Life 1 NPCs
- Half-Life Entities