This article's documentation is for the "GoldSrc" engine. Click here for more information.

monster_apache

From Valve Developer Community
Jump to: navigation, search
English (en)Translate (Translate)
Class hierarchy
CApache
CBaseMonster
CBaseToggle
CBaseAnimating
CBaseDelay
CBaseEntity
apache.cpp
Half-Life Apache (models/apache.mdl)

monster_apache is a point entity available in all GoldSrc GoldSrc games.

The helicopter that chases the player in Surface Tension. Place one with a series of path_track entities for it to scout for enemies.

Warning.pngWarning:If the path provided for this entity does not loop, the game will crash on the entity reaching the last node.
Note.pngNote:Rockets it shoots are hvr_rocket
Note.pngNote:Some keyvalues, spawnflags, or effect flags might not affect an monster, based on the functionality and coding of the monster.

Console Variables

Cvar/CommandParameters or default valueDescriptorEffect
sk_apache_health1150 / 250 / 400easy / normal / hardHealth of monster_apache

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.

Targetname:

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) <angle>
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.


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.

See Also