Last updated by: cold_blood3d on 30 Jan 2010 22:47
A zombified Military Grunt.
Name (targetname) - The name that identifies the entity.
Target (target) - When the entity is activated, it triggers the entity specified here.
Render FX (renderfx) - Gives the entity 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) - The type of rendering that is used on the entity. 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 entity to trigger when the TriggerCondition is met.
Trigger Condition (TriggerCondition) - Condition under which the entity 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) - ?
Skin (skin) - ?
Is Player Ally (is_player_ally) - Determines whether the monster is an ally or enemy.
Classification (classify) - ?
In-game Name (displayname) - This name shows up on the screen when players focus their crosshair on the monster, and in the death messages when players get killed by it. If you leave this blank, the entity name will be used.
Blood Color (bloodcolor) - The color of the monster's blood. By default, humans produce red blood and aliens produce yellow blood.
Custom Health (health) - Gives the monster a custom health, which overrides its default health.
Custom Model (model) - Location of the custom model this monster will use.
Custom Min Hull Size (X Y Z) (minhullsize) - ?
Custom Max Hull Size (X Y Z) (maxhullsize) - ?
Sound Replacement File (soundlist) - ?
Monster Roaming (nodes) (freeroam) - ?
First Patrol Waypoint (goal_ent) - ?
Patrol Group (goal_group) - ?
Entity to Guard (goal_guard) - Setting this to the name of a monster or entity will cause the monster to constantly follow and protect the specified entity. Players are not able to break this link by asking the guard monster to follow them.
- Example of use: The Medic and Support Gunner in Sandstone are set to guard the Engineer. Both of them follow and protect the Engineer, and the medic heals him whenever he is injured.
Squad Name (netname) - Puts the monster in this squad.
WaitTillSeen (1) - If checked, the monster won't do anything before see a player
Gag (2) - ?
MonsterClip (4) - If checked, the monster's movement will be blocked by func_monsterclip.
Prisoner (16) - If checked, the monster won't attack
WaitForScript (128) - ?
Pre-Disaster (256) - If checked, the monster won't Team Up with you if it's friendly
Fade Corpse (512) - (Obsolete in Sven Co-op) The monster's body will fade after death.
No Dyn Collision (16384) - ?
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