monster_human_grunt_ally - Point Entity
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.
This is the friendly version of the
human grunts that is only encountered in
Half-Life: Opposing Force, considering the player character, Adrian Shepherd, is one of them.
Left to right: SD and HD appearances
(Both
monster_human_grunt_ally
have the same "Head 0 = Gas Mask" and the same weapon "Weapon 1 = 9mmAR".)
|
Health |
Kick damage |
MP5 damage |
Shotgun pellets x damage |
Grenade damage |
M203 grenade speed |
Easy |
50 |
10 |
5 |
5 x 5 |
100 |
600 |
Medium |
50 |
10 |
4 |
5 x 5 |
100 |
600 |
Hard |
50 |
5 |
3 |
3 x 5 |
100 |
600 |
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. The monster must not be named.
- Squad Name (netname) - For squad leaders, will unconditionally recruit other monsters (up to 3) with the same squad name.
- Weapons (weapons)
- 0 = None (The grunt will only kick their enemies)
- 1 = 9mmAR
- 3 = 9mmAR + HG
- 5 = 9mmAR + GL
- 8 = Shotgun
- 10 = Shotgun + HG
- 16 = Saw
- Heads (head)
- -1 = Default
- 0 = Gas Mask
- 1 = Beret
- 2 = Ops Mask
- 3 = Bandana White
- 4 = Bandana Black
- 5 = MP
- 6 = Major
- 7 = Beret(Black)
- 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)