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Re: Blue Shift BSP format
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sfx1999
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Default Re: Blue Shift BSP format - 23-08-2004

There are six new or modified entities in Blue-Shift:

http://collective.valve-erc.com/inde...lue&expand=all

monster_generic was modified so the head would follow the player with a flag.

as for the Doc:

monster_rosenberg

description

The monster_rosenberg entity is a custom entity for the Dr. Rosenberg character in Half-Life: Blue Shift.

usage

The entity is based on the monster_scientist code with the following modifications:

  • More health than a normal monster_scientist
  • If the player accidentally or intentionally shoots the monster_rosenberg it does not get angry/scared and refuse to follow the player.
  • Uses custom dialogue set up in the sentences.txt
  • Uses a custom unique head for its model (default body 3). This head replaces the "Slick" scientist character head.
The monster_rosenberg entity uses all the common monster properties and spawn flags with special note to the properties below.

  • Body (body) - The default body uses the unique Dr. Rosenberg head which replaces the "Slick" scientist character head (3). Note that other bodies/heads can be implemented in the same manner in which the monster_scientist entity does.
These would not be difficult to implement, now would they?
  
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