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
m (clean up, replaced: See Also → See also, {{language subpage → {{langsp)
m (Changed parameters of {{this is a}} to comply with the updated version. This action was performed by a bot.)
Line 1: Line 1:
<!-- When this page is updated to {{langsp}} or {{langsp}} instead of {{lang}}, please move {{this is a}} to the base page, as it is automatically translated. -->{{HL1 topicon}}{{lang|{{PAGENAME}}}}{{this is a|e0|game=Half-Life|name=info_bigmomma}} It is a custom navigation node designed for {{ent|monster_bigmomma}}'s movement.
<!-- When this page is updated to {{langsp}} or {{langsp}} instead of {{lang}}, please move {{this is a}} to the base page, as it is automatically translated. -->{{HL1 topicon}}{{lang|{{PAGENAME}}}}{{this is a|point entity|game=Half-Life|name=info_bigmomma}} It is a custom navigation node designed for {{ent|monster_bigmomma}}'s movement.


== Keyvalues ==
== Keyvalues ==

Revision as of 18:39, 17 May 2024

English (en)Translate (Translate)

info_bigmomma is a point entity available in Half-Life Half-Life. 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.

{{ScrollBox|title=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