Info bigmomma (GoldSrc): Difference between revisions

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{{HL1}} '''info_bigmomma''' is a point entity available in GoldSrc games.
{{Hl1 point|info_bigmomma}} It is a custom navigation node designed for <code>[[monster_bigmomma]]</code>'s movement.


==Entity description==
== Key Values ==
 
{{Hl1 kv targetname}}
It is a custom node designed for [[monster_bigmomma]]'s movement. Place them around where you want one to navigate.
{{ScrollBox|title=Big Mamma Node|
 
{{KV|Next node|targetname{{!}}target_destination|The next node (if any).}}
== Keyvalues ==
{{KV|Radius|float|The radius of where the Gonarch can seek this node to go to it.}}
 
{{KV|Next node|target_destination|The next node (if any).}}
{{KV|Wait after approach|float|How much time to wait for after approaching this nodes (in seconds).}}
{{KV|Wait after approach|float|How much time to wait for after approaching this nodes (in seconds).}}
{{KV|Kill target|target_destination|The entity to remove on reaching this node.}}
{{KV|Kill target|targetname{{!}}target_destination|The entity to remove on reaching this node.}}
{{KV|Radius|float|The radius of where the Gonarch can seek this node to go to it.}}
{{KV|Fire on approach|targetname{{!}}target_destination|What entity should have its input fired when the Gonarch approaches this node.}}
{{KV|Sequence on approach|targetname{{!}}target_destination|The <code>[[scripted_sequence]]</code> to play on approaching this node.}}
{{KV|Health on approach|float|How much the Gonarch's health should be set to on approaching this node.}}
{{KV|Health on approach|float|How much the Gonarch's health should be set to on approaching this node.}}
{{KV|Fire on approach|target_destination|What entity should have its input fired when the Gonarch approaches this node.}}
{{KV|Sequence before approach|targetname{{!}}target_destination|The <code>[[scripted_sequence]]</code> to play before approaching this node.}}
{{KV|Sequence on approach|target_destination|The [[scripted_sequence]] to play on approaching this node.}}
}}
{{KV|Sequence before approach|target_destination|The [[scripted_sequence]] to play before approaching this node.}}


== Flags ==
== Flags ==
* 1: Run to node
* 1: Run to node
* 2: Wait indefinitely
* 2: Wait indefinitely


* 2048 : Not in Deathmatch (some entities don't have this set in their FGD, but it works for all entities if set)
== See Also ==
* <code>[[info_node_(GoldSource_Engine)|info_node]]</code> - node used for regular navigation


[[Category:Entities]]
[[Category:Entities]]
[[Category:Half-Life]]
[[Category:Half-Life Entities]]

Revision as of 04:31, 15 June 2018

Template:Hl1 point It is a custom navigation node designed for monster_bigmomma's movement.

Key Values

Name (targetname) <string>
The targetname that other entities refer to this entity by.
Big Mamma Node:
Next node ([todo internal name (i)]) <target_destination|targetname|target_destination>
The next node (if any).
Radius ([todo internal name (i)]) <float>
The radius of where the Gonarch can seek this node to go to it.
Wait after approach ([todo internal name (i)]) <float>
How much time to wait for after approaching this nodes (in seconds).
Kill target ([todo internal name (i)]) <target_destination|targetname|target_destination>
The entity to remove on reaching this node.
Fire on approach ([todo internal name (i)]) <target_destination|targetname|target_destination>
What entity should have its input fired when the Gonarch approaches this node.
Sequence on approach ([todo internal name (i)]) <target_destination|targetname|target_destination>
The scripted_sequence to play on approaching this node.
Health on approach ([todo internal name (i)]) <float>
How much the Gonarch's health should be set to on approaching this node.
Sequence before approach ([todo internal name (i)]) <target_destination|targetname|target_destination>
The scripted_sequence to play before approaching this node.

Flags

  • 1: Run to node
  • 2: Wait indefinitely

See Also