monster_barney
Last edited 1 month ago2024-09-23 10:28:44 UTC
- Wiki
- View Page
-
You are viewing an older revision of this wiki page. The current revision may be more detailed and up-to-date.
Click here to see the current revision of this page.
Black Mesa security guards (Barneys) are tasked with guarding various sensitive areas, only giving access to authorized personnel. They are equipped with a helmet and body armor, and carry a
9mm pistol. They can be asked to follow the player and are often used to gain access to otherwise inaccessible areas.
|
Health |
Pistol damage |
Easy |
35 |
5 |
Medium |
35 |
5 |
Hard |
35 |
8 |
Attributes
- Name (targetname) - Property used to identify entities.
- Pitch Yaw Roll (Y Z X) (angles) - Sets the pitch (up / down), yaw (left / right) and roll (bank) respectively. The compass in WorldCraft / Hammer / J.A.C.K. corresponds to Yaw. Monsters will spawn facing this direction.
- Patrol Path or Target (target) - Name of a
path_corner
that the monster entity would start patrolling.
- Render FX (renderfx) - Gives objects special render effects. Think of it as modifying whatever the Render Mode puts out. The options are as follows:
- 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 and Fade)
- Render Mode (rendermode) - Controls the type of rendering that is used for an object. Options are:
- 0 = Normal
- 1 = Color
- 2 = Texture
- 3 = Glow
- 4 = Solid
- 5 = Additive
- FX Amount (0 - 255) (renderamt)
- FX Color (R G B) (rendercolor)
- Trigger Target (TriggerTarget) - The event to trigger when the Trigger Condition is met. Used by monsters.
- Trigger Condition (TriggerCondition) - This controls the condition under which a monster will trigger its Trigger Target. The options are:
- 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
- Use Sentence (UseSentence)
- Un-Use Sentence (UnUseSentence)
- Animation Sequence (editor) (sequence)
Flags
- WaitTillSeen (1) - Stands in place until seen by players.
- Gag (2) - Makes no idle noises.
- MonsterClip (4) - Makes
func_monsterclip
solid to this monster.
- Prisoner (16) - Won't attack, or be attacked by, other monsters.
- WaitForScript (128) - Wait until the script is done or they've been attacked.
- Pre-Disaster (256) - For some NPCs, switch to pre-disaster behaviour (busy and won't follow players).
- Fade Corpse (512)
2 Comments
You must log in to post a comment.
You can login or register a new account.