Info bigmomma (GoldSrc): Difference between revisions
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== Keyvalues == | == Keyvalues == | ||
{{Hl1 kv targetname}} | {{Hl1 kv targetname}} | ||
{{KV|Next node|intn=target|target_destination|The next node (if any).}} | |||
{{KV|Next node|target_destination|The next node (if any).}} | {{KV|Radius|intn=radius|float|The radius of where the Gonarch can seek this node to go to it.}} | ||
{{KV|Radius|float|The radius of where the Gonarch can seek this node to go to it.}} | {{KV|Wait after approach|intn=reachdelay|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|intn=killtarget|target_destination|The entity to remove on reaching this node.}} | ||
{{KV|Kill target|target_destination|The entity to remove on reaching this node.}} | {{KV|Fire on approach|intn=reachtarget|target_destination|What entity should have its input fired when the Gonarch approaches this node.}} | ||
{{KV|Fire on approach|target_destination|What entity should have its input fired when the Gonarch approaches this node.}} | {{KV|Sequence on approach|intn=reachsequence|target_destination|The {{ent|scripted_sequence}} to play on approaching this node.}} | ||
{{KV|Sequence on approach|target_destination|The {{ent|scripted_sequence}} to play on approaching this node.}} | {{KV|Health on approach|intn=health|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|Sequence before approach|intn=presequence|target_destination|The <tt>scripted_sequence</tt> to play before approaching this node.}} | ||
{{KV|Sequence before approach|target_destination|The <tt>scripted_sequence</tt> to play before approaching this node.}} | |||
== Flags == | == Flags == |
Revision as of 12:44, 25 August 2024


info_bigmomma
is a point entity available in 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.
- Next node (target) <targetname>
- The next node (if any).
- Radius (radius) <float>
- The radius of where the Gonarch can seek this node to go to it.
- Wait after approach (reachdelay) <float>
- How much time to wait for after approaching this nodes (in seconds).
- Kill target (killtarget) <targetname>
- The entity to remove on reaching this node.
- Fire on approach (reachtarget) <targetname>
- What entity should have its input fired when the Gonarch approaches this node.
- Sequence on approach (reachsequence) <targetname>
- The scripted_sequence to play on approaching this node.
- Health on approach (health) <float>
- How much the Gonarch's health should be set to on approaching this node.
- Sequence before approach (presequence) <targetname>
- The scripted_sequence to play before approaching this node.
Flags
- Run to node : [1]
- Wait indefinitely : [2]
See also
- info_node - node used for regular navigation
- monster_bigmomma