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Info bigmomma (GoldSrc): Difference between revisions

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== Keyvalues ==
== Keyvalues ==
{{Hl1 kv targetname}}
{{Hl1 kv targetname}}
{{ScrollBox|title=Big Mamma Node|
{{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

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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.
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