monster_human_medic_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.
The
medic can heal both the player and other friendly grunts. For players, holding the USE key (instead of quickly pressing it to follow) commands the medic to heal the player.
Left to right: SD and HD appearances
(Both
monster_human_medic_ally
have the same "Head 0 = White" and the same weapon "Weapon 1 = Desert Eagle".)
|
Health |
Kick damage |
M203 grenade speed |
Heal capacity |
Easy |
50 |
10 |
600 |
200 |
Medium |
50 |
10 |
600 |
120 |
Hard |
50 |
5 |
600 |
75 |
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.
- Heads (head)
- -1 = Random
- 0 = White
- 1 = Black
- Weapons (weapons)
- 0 = None (The grunt will only kick their enemies)
- 1 = Desert Eagle
- 2 = 9mm Handgun
- 4 = Hypodermic Needle
- 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)