monster_human_medic_ally (Half-Life: Opposing Force)
Last edited 3 years ago2021-09-24 15:08:46 UTC
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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.
(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 |
---|
Easy | 50 | 10 | 600 | 200 |
Medium | 50 | 10 | 600 | 120 |
Hard | 50 | 5 | 600 | 75 |
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
- TriggerTarget (TriggerTarget) - The event to trigger when the TriggerCondition is met. Used by monsters.
- Trigger Condition (TriggerCondition) - This controls the condition under which a monster will trigger its TriggerTarget. 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)
- 0 = None (The grunt will only kick their enemies)
- 1 = Desert Eagle
- 2 = 9mm Handgun
- 4 = Hypodermic Needle
- Heads (head)
- -1 = Random
- 0 = White
- 1 = Black
Flags
- WaitTillSeen (1)
- Gag (2)
- MonsterClip (4)
- Prisoner (16)
- SquadLeader (32)
- WaitForScript (128)
- Pre-Disaster (256)
- Fade Corpse (512)
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