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{{HL1}} '''monster_apache''' is a point entity available in [[Half-Life]].
{{LanguageBar}}
{{CD|CApache|goldsrc=1}}
[[File:apache.JPG|thumb|right|400px|Half-Life Apache <code>(models/apache.mdl)</code>]]
{{this is a|point entity|engine=GoldSrc|name=monster_apache}}


==Entity description==
The helicopter that chases the player in [[Surface Tension]]. Place one with a series of {{ent|path_track (GoldSrc)|alt=path_track}} entities for it to scout for enemies.
 
It is the AH-64 Apache that chases the player in ''Surface Tension''. Place one with a series of path_track entities for it to scout for enemies.


{{Warning|If the path provided for this entity does not loop, the game will crash on the entity reaching the last node.}}
{{Warning|If the path provided for this entity does not loop, the game will crash on the entity reaching the last node.}}
{{Note|Rockets it shoots are {{ent|hvr_rocket}}}}
{{npcnote|goldsrc=1}}


{{NPCNote}}
== Console Variables ==
{{varcom|start}}
{{varcom|sk_apache_health1|150 / 250 / 400|easy / normal / hard|Health of monster_apache}}
{{varcom|end}}


== Keyvalues ==
== Keyvalues ==
 
{{Hl1_kv_monster}}
{{KV|Name|string|The name of tne entity.}}
{{KV|Target|target_destination|The [[path_track]] to travel to in a series of different points.}}


== Flags ==
== Flags ==
{{Fl BaseHL1NPC}}


* 1 : Wait Till Seen
== See Also ==
* 2 : Gag (No IDLE sounds until angry)
* {{ent|hvr_rocket}}
* 4 : MonsterClip
* 8 : No wreckage
* 16 : Prisoner
* 64 : Start inactive
* 128 : Wait for script
* 256 : Pre-disaster (only for use with [[monster_scientist]] -- has no effect on aliens).
* 512 : Fade corpse
* 2048 : Not in Deathmatch (some entities don't have this set in their FGD, but it works for all entities if set).


[[Category:Half-Life]]
[[Category:Half-Life]]
[[Category:Half-Life 1 NPCs|A]]

Latest revision as of 06:58, 31 August 2024

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C++ Class hierarchy
CApache
CBaseMonster
CBaseToggle
CBaseAnimating
CBaseDelay
CBaseEntity
C++ apache.cpp
Half-Life Apache (models/apache.mdl)

monster_apache is a point entity available in all GoldSrc GoldSrc games.

The helicopter that chases the player in Surface Tension. Place one with a series of path_track entities for it to scout for enemies.

Warning.pngWarning:If the path provided for this entity does not loop, the game will crash on the entity reaching the last node.
Note.pngNote:Rockets it shoots are hvr_rocket
Note.pngNote:Some keyvalues, spawnflags, or effect flags might not affect a monster, based on the functionality and coding of the monster.

Console Variables

Cvar/Command Parameters or default value Descriptor Effect
sk_apache_health1 150 / 250 / 400 easy / normal / hard Health of monster_apache

Keyvalues

Monster:

TriggerTarget (TriggerTarget) <targetname>
Name of entity to target when the trigger conditions are met.
Trigger Condition (TriggerCondition) <choices>
Condition to use for TriggerTarget
  • 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"

Target:

Target (target) <targetname>
The targetname of the first path_corner in a path this monster will move to when spawned.
Name (targetname) <string>
The targetname that other entities refer to this entity by.
Render FX (renderfx) <choices>
Render FX mode to use, for special effects.
Value Description
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 + fade)
Render Mode (rendermode) <choices>
Render Mode to use.
Value Description
0 Normal
1 Color
2 Texture
3 Glow
4 Solid
5 Additive
Render Amount (0-255) (renderamt) <integer>
Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque. If render mode is solid, then all values except 0 are opaque.
Render Color (R G B) (rendercolor) <color255>
Color to use by the specified render mode.
Also used on brush entities to control the speed of scrolling textures; see func_conveyor for more information.


Pitch Yaw Roll (Y Z X) (angles) <QAngle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.


Flags

Wait Till Seen : [1]
Gag (No IDLE sounds until angry) : [2]
MonsterClip : [4]
No wreckage : [8]
Prisoner : [16]
Start inactive : [64]
Wait for script : [128]
Pre-disaster : [256]
Only for use with monster_scientist and monster_barney. Has no effect on aliens.
Fade corpse : [512]
Not in Deathmatch : [2048]
!FGD for some entities.

See Also