Faithful recreation of the identically named entity from Spirit of Half-Life. Lets you change a variety of parameters for NPCs.
m_iVisible |
Show or hide the visible model. Works for all objects that have a model, not just for NPCs. |
m_iSolid |
Make the model solid or intangible. Works for most objects. Note that if a model is originally intangible, you cannot make it solid. You can only switch between solid and non-solid in a model that is originally solid. |
m_iszModel |
The parameter is the path to a new model. Lets you dynamically change the model for any object. Mind that the object with a new model can get stuck in the level architecture. Besides, the physics hull will not be recalculated for it. Use with caution. |
m_voicePitch |
Range: 75–120. The pitch of a talking monster's voice. Has no effect on other types of object. |
m_iPrisoner |
Makes the monster stop attacking its adversaries. Has the same meaning as the PRISONER spawnflag in monster properties. |
m_iMonsterClip |
Makes the monster unaware of invisible barriers called func_monsterclip or aware of them again. |
m_iClass |
New monster class. Determines the attitude towards all other monsters and the player. For details, see Monster Classes and Behaviour. |
m_iPlayerReact |
The monster's reaction to the player:
- 0—class-specific
- 1—totally oblivious of the player
- 2—friendly until hurt
- 3—friendly if hurt inadvertently, meaning that the player hit it with a stray bullet rather than placed an aimed shot; whether or not the shot was aimed is determined by the hit spot
- 4—unconditionally hostile
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m_iProvoked |
Makes the NPC remember or forget who it was that hurt them. In other words, makes a friendly monster hostile without changing its other parameters. Shooting a monster with the player's weapon does the same. |
m_iBloodColor |
Colour of the NPC's blood. The colour is a number in the range from 0 to 255 that corresponds to an index in the palette. Red is 247. Yellow is 195. |
m_fFramerate |
Lets you change the framerate for an arbitrary entity that uses the pev->framerate variable. Whether or not a particular entity will behave as expected is strictly a matter of trial and error, because this has not been carefully tested. |
m_fController0 |
Changes the position of bone controller 0 for an NPC or env_model. |
m_fController1 |
Changes the position of bone controller 1 for an NPC or env_model. |
m_fController2 |
Changes the position of bone controller 2 for an NPC or env_model. |
m_fController3 |
Changes the position of bone controller 3 for an NPC or env_model. |
skin |
Sets the skin number for a model or the type of contents for a brush. For example, water or lava. |
body |
Changes the model body. Works for all entities that have models. |
m_iReflection |
Lets you change mirror reflection settings:
- 0—default
- 1—not reflected in mirrors
- 2—visible only in mirror reflections
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