monster_furniture
Last edited 3 months ago2024-09-06 00:53:03 UTC
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Used in scripted sequences (
scripted_sequence
and
aiscripted_sequence
) involving furniture models.
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)
- Model (model) - Sets the path to the furniture model. Paths are relative to the game/mod folder. Example:
models/forklift.mdl
.
- Body (body) - [undocumented] Select model bodygroup combination
- Skin (skin) - [undocumented] Select model skin
Flags
- WaitTillSeen (1)
- Gag (2)
- MonsterClip (4)
- Prisoner (16)
- WaitForScript (128)
- Pre-Disaster (256)
- Fade Corpse (512)
Notes
monster_furniture
is the only "monster" entity that doesn't have a cloud of yellow orbs that appears when monsters are stuck in level geometry.
- Not solid, but still bleeds like a
cycler
when hit with explosion damage.
- At spawn, all sequences, entity effects, and frame information that you may have added to the entity in the level editor is reset, so you should use
scripted_sequence
to set them up properly. Just setting Idle Animation should suffice.
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