Monster endboss: Difference between revisions
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[[File:Gunman Chroniceles - monster endboss.png|250px|thumb|right|Screenshot of the giant mecha endboss.]] | [[File:Gunman Chroniceles - monster endboss.png|250px|thumb|right|Screenshot of the giant mecha endboss.]] | ||
{{ | {{this is a|point|name=monster_endboss|engine=gldsrc|game=Gunman Chronicles}} | ||
Creates the giant mecha [[NPC]] the genral uses at the end of the game. | Creates the giant mecha [[NPC]] the genral uses at the end of the game. | ||
{{clr}} | {{clr}} |
Revision as of 11:56, 4 January 2024
monster_endboss
is a point available in Gunman Chronicles.

- The {{{engine}}} parameter is inconsistent with the name defined by the {{gldsrc}} template. This can most likely be fixed by setting the value of the {{{engine}}} parameter to GoldSrc.
If a parameter is consistent but you're still seeing this warning, it may be an issue with the template itself. Please discuss it on the template's talk page.
Creates the giant mecha NPC the genral uses at the end of the game.
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]