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Monster human chopper: Difference between revisions

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{{infotable
[[File:gunman-chopper.png|thumb|right|300px]]
|monster_human_chopper
{{this is a|point entity|name=monster_humanchopper|engine=GoldSrc|game=Gunman Chronicles}}
|img=[[File:gunman-chopper.png|300px]]
|type=e0
|engine={{gldsrc}}
|in={{gunman|4}}
}}
{{Entity|monster_humanchopper|type=point|engine=gldsrc|game=Gunman Chronicles}}
Creates a flying chopper [[NPC]] operated by a bandit .
Creates a flying chopper [[NPC]] operated by a bandit .


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{{fl|256|Pre-Disaster}}
{{fl|256|Pre-Disaster}}
{{fl|512|Fade Corpse}}
{{fl|512|Fade Corpse}}
[[Category:Gunman Chronicles NPCs]]

Latest revision as of 12:58, 27 June 2024

Gunman-chopper.png

monster_humanchopper is a point entity available in Gunman Chronicles Gunman Chronicles. Creates a flying chopper NPC operated by a bandit .

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.


TriggerTarget (TriggerTarget) <string>
The event to trigger when the Trigger Condition is met.
Trigger Condition (TriggerCondition) <choices>
Type of Trigger Condition.
Value Description
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
Spawn Dead (spawndeadpose) <choices>
Spawns the NPC in dead pose.
Value Description
36 Normal Die
37 Backward
38 Forward
39 Violent
66 HeadShot
67 ChestShot
68 GutShot
69 BackShot
Squadname for Squadmonsters (netname) <string>
Squadname for squadmonsters.

Flags

WaitTillSeen : [1]
Gag : [2]
MonsterClip : [4]
Prisoner : [16]
WaitForScript : [128]
Pre-Disaster : [256]
Fade Corpse : [512]