After the resonance cascade, the Hazardous Environment Combat Unit (HECU) marines were sent in as a cleanup crew. Their orders were to eliminate anyone - both aliens and Black Mesa personnel. They were transported in by
Osprey's and APC's and were supported by
Apache helicopters and tanks. Armed with
MP5's,
combat shotguns,
frag grenades and
M203 grenade launchers, they also have a wide array of other weapons at their disposal, such as
automatic sentry guns and
tripmines, and various mounted weapons. When push comes to shove, they can engage in close quarter combat by giving foes the taste of their boots.
Soldiers operate in squads and will try to flank the player or flush them out with grenades. Their chatter can be picked up by the HEV suit, which gives the player some insight into what they are thinking.
LD HECUs
HD HECUs
Difficulty |
Health |
Kick damage |
MP5 damage |
Shotgun pellets x damage |
Grenade damage |
M203 grenade speed |
Easy |
50 |
5 |
3 |
3 x 5 |
100 |
400 |
Medium |
50 |
10 |
4 |
5 x 5 |
100 |
600 |
Hard |
80 |
10 |
5 |
6 x 5 |
100 |
800 |
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.
- Squad Name (netname) - For squad leaders, will unconditionally recruit other monsters (up to 3) with the same squad name.
- Weapons (weapons)
- 1 = 9mmAR
- 3 = 9mmAR + HG (Hand Grenades)
- 5 = 9mmAR + GL (Grenade Launchers)
- 8 = Shotgun
- 10 = Shotgun + HG
- 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
- Animation Sequence (editor) (sequence)
Flags
- WaitTillSeen (1) - Stands in place until seen by a player.
- Gag (2) - Makes no idle sounds.
- MonsterClip (4) - Makes
func_monsterclip
solid/impassable to this monster.
- Prisoner (16) - Won't attack, or be attacked by, other monsters.
- Squad Leader (32)
- WaitForScript (128) - Does nothing, not implemented.
- Pre-Disaster (256) - For some NPCs, switch to pre-disaster dialogues and behaviour (busy and won't follow players).
- Fade Corpse (512)
Notes
- A grunt's head submodel selection is done indirectly:
- Shotgunners wear balaclavas
- Grunts with grenade launchers (M203) become crop-topped guys with cigars, and have dark skin
- Grunts with SquadLeader (32) flag become commanders wearing a beret, and have light skin
- Other grunts wear gasmasks
- Shotgunners and normal grunts have a 20% chance of being dark-skinned
- To create a soldier-controlled mounted weapon, create a
func_tank
or a related entity, and have a monster_human_grunt
target it as its TriggerTarget, with 'Death' as the TriggerCondition. This disables the mounted weapon when the soldier gets killed. A similar setup, where the soldier is replaced with a func_breakable
silhouette, can be used to simulate a hidden sniper.
- For model authors: The vanilla hgrunt code only supports 2 skin values (0 and 1) so other skin variations like camo patterns are not supported in the same model without custom code.
[2024-08-25] I tried a weird weapon combo of just handgrenades (2) but it doesn't work as I expected: