Monster bigmomma (GoldSrc): Difference between revisions
		
		
		
		
		
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 Note:Some keyvalues, spawnflags, or effect flags might not affect a monster, based on the functionality and coding of the monster.
Note:Some keyvalues, spawnflags, or effect flags might not affect a monster, based on the functionality and coding of the monster.
		
	
| Grande1900 (talk | contribs)  (→Keyvalues:  keyvalues cleanup) | SirYodaJedi (talk | contribs)  No edit summary | ||
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| [[File:monster_bigmomma.PNG|thumb|right|200px]]{{HL1 topicon}}[[Category:Half-Life]][[Category:Half-Life 1 NPCs|B]] | [[File:monster_bigmomma.PNG|thumb|right|200px]]{{HL1 topicon}}[[Category:Half-Life]][[Category:Half-Life 1 NPCs|B]] | ||
| {{this is a|point entity|name=monster_bigmomma|game=Half-Life}} It's the Gonarch boss from the chapter [[Gonarch's Lair]]. It uses a special type of node called [[info_bigmomma]] to navigate. The Gonarch dispenses [[baby headcrabs]] periodically. It's unknown if all headcrabs came from one single Gonarch, or if there are many. | {{this is a|point entity|name=monster_bigmomma|game=Half-Life}} It's the Gonarch boss from the chapter [[Gonarch's Lair]]. It uses a special type of node called [[info_bigmomma]] to navigate. The Gonarch dispenses [[baby headcrabs]] periodically. It's unknown if all headcrabs came from one single Gonarch, or if there are many. | ||
| {{npcnote|goldsrc=1}} | |||
| ==Keyvalues== | ==Keyvalues== | ||
| {{hl1 kv monster}} | {{hl1 kv monster}} | ||
Latest revision as of 07:01, 31 August 2024
monster_bigmomma  is a   point entity  available in  Half-Life. It's the Gonarch boss from the chapter Gonarch's Lair. It uses a special type of node called info_bigmomma to navigate. The Gonarch dispenses baby headcrabs periodically. It's unknown if all headcrabs came from one single Gonarch, or if there are many.
 Half-Life. It's the Gonarch boss from the chapter Gonarch's Lair. It uses a special type of node called info_bigmomma to navigate. The Gonarch dispenses baby headcrabs periodically. It's unknown if all headcrabs came from one single Gonarch, or if there are many.
 Note:Some keyvalues, spawnflags, or effect flags might not affect a monster, based on the functionality and coding of the monster.
Note:Some keyvalues, spawnflags, or effect flags might not affect a monster, based on the functionality and coding of the monster.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.
- First node (netname) <string>
Flags
- Wait Till Seen : [1]
- Gag (No IDLE sounds until angry) : [2]
- MonsterClip : [4]
- No wreckage : [8]
- Prisoner : [16]
- Start inactive : [64]
- Wait for script : [128]
- Pre-disaster : [256]
- Only for use with monster_scientist and monster_barney. Has no effect on aliens.
- Fade corpse : [512]
- Not in Deathmatch : [2048]
- !FGD for some entities.
