monster_zombie_barney (Half-Life: Opposing Force)
2 weeks ago 2021-09-03 17:59:40 UTC
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A barney that has been taken over by a headcrab. As a result of the headcrabs control, the barney body has mutated, with fingers growing into claws and the stomach splitting open so food can be shoved in directly. More of an early-game enemy, zombies are slow but quite resilient.
Health Slash damage Slash damage (both hands) Easy 50 10 25 Medium 50 20 40 Hard 100 20 40
(Same values as the
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) Flags
WaitTillSeen (1) Gag (2) MonsterClip (4) Prisoner (16) WaitForScript (128) Pre-Disaster (256) Fade Corpse (512)
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