A scientist that has been taken over by a headcrab. As a result of the headcrabs control, the scientists 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.
General Monster Flags:
Wait Till Seen (1)
Monster will have its AI disabled until it sees the player.
Monster's idle sounds are muted at map start (until woken up).
Selec this flag if you want this monster to become a leader of the squad typed in "Squad name".
Random Rotation (64)
The monster will spawn facing in a random direction.
Wait ForScript (128)
If set, the monster won't react to anything after being spawned until it enters a scripted sequence.
Prevents player from using monster as their follower.
Makes the monster actively seek out an opponent.
General Monster Keyvalues:
Path To Follow (target)
Name of the path_corner you want the monster to use to patrol.
Squad Name (netname)
Name of a squad for this monster to be part of. Monsters which share the same squadname/are in the same squad, will attempt to stay together and follow their squad's leader (monster with "SquadLeader" flag).
Trigger Target (TriggerTarget)
The event to trigger when the Trigger Condition is met.
Trigger Condition (TriggerCondition)
This controls the condition under which a monster will trigger its TriggerTarget. The options are:
0: No Trigger
2: Take Damage
3: 50% Health Remaining
10: See Player
This controls if the monster is an Ally or a Foe. The options are:
Chance of appearing (chance)
From 1-100, this is the chance that this entity has to spawn on the level.
On Receive Inputs
Kill -> Destroy.
Trigger Target (Toggle) -> On Trigger Condition Met.