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.
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.
|
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
- Target (target) - When an entity is activated, it triggers the entity with the name specified by Target.
- Name (targetname) - Property used to identify entities.
- 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
- 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
- FX Amount (1 - 255) (renderamt)
- FX Color (R G B) (rendercolor)
- Pitch Yaw Roll (Y Z X) (angles)
- Animation Sequence (editor) (sequence)
- Squad Name (netname)
- Weapons (weapons)
- 1 = 9mmAR
- 3 = 9mmAR + HG
- 5 = 9mmAR + GL
- 8 = Shotgun
- 10 = Shotgun + HG
Flags
- WaitTillSeen (1)
- Gag (2)
- MonsterClip (4)
- Prisoner (16)
- SquadLeader (32)
- WaitForScript (128)
- Pre-Disaster (256)
- Fade Corpse (512)
Notes
- 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, can be used to simulate a hidden sniper.
[2024-08-25] I tried a weird weapon combo of just handgrenades (2) but it doesn't work as I expected: