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Spawns a man in a lab coat, a blue undershirt, a ridiculous tie, and different hairstyles and faces depending on the bodygroup.
The scientist has 20 HP and will heal by 25 HP the entity they follow (mostly players) with a syringe assuming the latter has less than half of it's maximum health (50 HP for players) and the distance between them is less than 128 Hammer units. There is a "cooldown" of one minute before the scientist can use his syringe again. Those applies to all difficulties.
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
Body (body) - Which body (or head) to use for this scientist.
-1 = Random
0 = Glasses
1 = Einstein
2 = Luther
3 = Slick
In Half-Life: Blue-Shift, Slick's head (3) is in reality Rosenberg's. It would be best to use monster_rosenberg instead.
FX Amount (1 - 255) (renderamt)
FX Color (R G B) (rendercolor)
Pitch Yaw Roll (Y Z X) (angles)
Animation Sequence (editor) (sequence)
WaitTillSeen (1) - If enabled, this monster will ignore "visual assessment" of friendlies, enemies and such until he sees the player first. Requires the "Prisoner" flag to be disabled in order to work.
Gag (2) - If enabled, this monster will not perform idle sounds neither engage in dialogue.
MonsterClip (4) - If enabled, this monster will not be able to go through func_monsterclip.
Prisoner (16) - If enabled, this monster will not bother looking at entities (a stricter version of "WaitTillSeen" flag if you prefer).
WaitForScript (128) - Does nothing, not implemented.
Pre-Disaster (256) - If enabled, this monster think the Black Mesa incident has not happened and thus will not follow the player if asked and will have different dialogue (idle, questions and answers).
Fade Corpse (512) - If enabled, the corpse will fade and disappear when this monster is killed.