This article relates to the game "Half-Life". Click here for more information.

Info bigmomma (GoldSrc): Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
mNo edit summary
mNo edit summary
Line 1: Line 1:
{{HL topicon}}
{{HL1 topicon}}
{{lang|{{PAGENAME}}}}
{{lang|{{PAGENAME}}}}
{{Entity|info_bigmomma|game=Half-Life|type=e0}} It is a custom navigation node designed for {{ent|monster_bigmomma}}'s movement.
{{Entity|info_bigmomma|game=Half-Life|type=e0}} It is a custom navigation node designed for {{ent|monster_bigmomma}}'s movement.

Revision as of 13:55, 9 March 2023

English (en)Translate (Translate)

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

Keyvalues

Name (targetname) <string>
The targetname that other entities refer to this entity by.
Big Mamma Node:
Next node ([todo internal name (i)]) <targetname>
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)]) <targetname>
The entity to remove on reaching this node.
Fire on approach ([todo internal name (i)]) <targetname>
What entity should have its input fired when the Gonarch approaches this node.
Sequence on approach ([todo internal name (i)]) <targetname>
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)]) <targetname>
The scripted_sequence to play before approaching this node.

Flags

Run to node : [1]
Wait indefinitely : [2]

See Also