Monster apache: Difference between revisions
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Warning:If the path provided for this entity does not loop, the game will crash on the entity reaching the last node.
Note:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.
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== Keyvalues == | == Keyvalues == | ||
{{KV GoldSrc BaseNPC}} | |||
{{KV|Use Sentence||}} | {{KV|Use Sentence||}} | ||
== Flags == | == Flags == | ||
{Fl BaseHL1NPC}} | {{Fl BaseHL1NPC}} | ||
[[Category:Half-Life]][[Category:Half-Life 1 NPCs]] | [[Category:Half-Life]][[Category:Half-Life 1 NPCs]] | ||
Revision as of 15:21, 4 January 2014
monster_apache is a point entity available in Half-Life.
Entity description
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.
Keyvalues
- Use Sentence ([todo internal name (i)])
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]
- Prevent this entity from attempting to spawn when
deathmatch(multiplayer) is enabled.
Tip:This is intercepted before the entity spawns (hardcoded in the engine), and as such prevents it from ever contributing to the edict limit. As such, it may be desirable to set this on entities that delete themselves in multiplayer anyway, such as monsters and info_null, to prevent them from contributing towards map spawn edict limit crashes on maps with lots of entities.