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.
SD appearance
HD appearance
Difficulty |
Health |
Healing HP |
Healing cooldown |
All levels |
20 |
25 |
60s |
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.
- 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.
- 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
- Use Sentence (UseSentence)
- Un-Use Sentence (UnUseSentence)
- Animation Sequence (editor) (sequence)
Flags
- 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.
Related pages