The Whole Half-Life
TWHL
Forums
Wiki
Vault
Competitions
Discord
More...
Journals
News
Polls
Members
Go
Go
Login
Email or Username
Password
Remember Me
Login
Forgot Your Password?
Register
The Whole Half-Life
Level design resources for GoldSource, Source, and beyond
Featured game:
Half-Life
by
Valve Software
Forums
Wiki
Vault
Competitions
Discord
Community
Journals
News
Polls
Members
Login/Register
Remember Me
Login
Forgot Your Password?
New user?
Create an account
monster_tripmine
History
See all pages
See all uploads
See all categories
monster_tripmine
Last edited
5 years ago
2019-05-26 10:36:16 UTC
Wiki
View Page
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.
monster_tripmine -
Point Entity
Spawns a tripmine.
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
FX Amount (1 - 255) (
renderamt
)
FX Color (R G B) (
rendercolor
)
Pitch Yaw Roll (Y Z X) (
angles
)
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
Animation Sequence (editor) (
sequence
)
Flags
Instant On (1)
Gag (2)
MonsterClip (4)
Prisoner (16)
WaitForScript (128)
Pre-Disaster (256)
Fade Corpse (512)
Notes
To place it correctly, the entity's origin (center) must be between
8
to 31 units from the surface, at an
angle
opposite its surface.
Can spawn twice in the same place/origin.
Can spawn in deathmatch.
Categories
Entity Guides
Point Entities
Half-Life Entity Guide
Comments
You must log in to post a comment. You can
login
or
register a new account
.