VERC: Common Monster Properties Last edited 22 years ago2002-03-04 21:10:00 UTC

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.

This article was recovered from an archive and needs to be reviewed

  1. The formatting may be incorrect as it was automatically converted to WikiCode from HTML, it needs to be revised and reformatted
  2. Some information may be out of date as it was written before Half-Life was available on Steam
  3. After the article is re-formatted and updated for Steam HL, remove this notice
  4. Please do not remove the archive notice from the bottom of the article.
  5. Some archive articles are no longer useful, or they duplicate information from other tutorials and entity guides. In this case, delete the page after merging any relevant information into other pages. Contact an admin to delete a page.
The majority of monster entities share a common set of properties. To make full use of monsters, it's important to understand most of these properties.

Entity Properties

Target ( target )

Set the Target property to the name of a path_corner (Link: ?entity=path_corner) . This will make the monster walk along a path defined by the path_corners. The monster will follow the path until he notices the player.

Name ( targetname )

Set the Name property to the name of an event. When the monster dies, this event will be triggered.

Pitch Yaw Roll (Y Z X) ( angles )

This property allows you to set the angle of the creature. Generally this should be left alone -- you can set the angle normally using the angle compass and it's properties will be reflected in the angles value automatically.

Render Properties

Most render properties can also be applied to monsters. This allows, for instance, the creation of translucent monsters. For information on render properties, see this article (Link: 1015287068) .

Trigger Target ( TriggerTarget )

If the name of an event is specified here, that event will be triggered when the Trigger Condition (below) is met.

Trigger Condition ( TriggerCondition )

If you specify a condition here, when that condition is met the
Trigger Target (above) will be activated. You have the choice of the following options:

Flags

There are also a number of flags that are common to monsters.

WaitTillSeen ( 1 )

not implemented?

Gag ( 2 )

If this flag is enabled, the monster won't randomly talk to the player.

MonsterClip ( 4 )

When this is checked, the monster won't walk through func_monsterclip (Link: ?entity=func_monsterclip) brushes.

Prisoner ( 16 )

When this is checked, normal AI is disabled, so the monster won't attack the player. This can be useful when you're using normally offensive monsters in a scripted_sequence.

WaitForScript ( 128 )

not implemented?

Pre-Disaster ( 256 )

This really only applies to scientists and the barney monster. When this is checked, the monster will behave as if it were before the disaster in Half-Life. They will not follow the player.

Fade Corpse ( 512 )

When this is enabled, the monster's corpse will fade out after a short time instead of sticking around.
This article was originally published on the Valve Editing Resource Collective (VERC).
TWHL only archives articles from defunct websites. For more information on TWHL's archiving efforts, please visit the TWHL Archiving Project page.

Comments

You must log in to post a comment. You can login or register a new account.