monster_human_bandit
		
		
		
		
		
		Jump to navigation
		Jump to search
		
		
	
monster_human_bandit  is a   point entity  available in  Gunman Chronicles.
 Gunman Chronicles.
Creates a Human Bandit NPC.
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.
- TriggerTarget (TriggerTarget) <string>
- The event to trigger when the Trigger Condition is met.
- Trigger Condition (TriggerCondition) <choices>
- Type of Trigger Condition.
- Value - Description - 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 
- Spawn Dead (spawndeadpose) <choices>
- Spawns the NPC in dead pose.
- Value - Description - 36 - Normal Die - 37 - Backward - 38 - Forward - 39 - Violent - 66 - HeadShot - 67 - ChestShot - 68 - GutShot - 69 - BackShot 
- Squadname for Squadmonsters (netname) <string>
- Squadname for squadmonsters.
- Gun Drawn (StartDrawn) <choices>
- Defines if the NPC starts with gun drawn.
- Value - Description - 2 - No - 1 - Yes 
- Is a MechBandit (MechaGunBandit) <choices>
- Is the Bandits appearance a Mechabandit?
- Value - Description - 0 - No - 1 - Yes 
- Head (body) <choices>
- Selects the Head Type the NPC appears with.
- Value - Description - 0 - Random - 1 - Original - 2 - Bandana - 3 - Tail - 4 - Pilot - 5 - Headless 
Flags
- WaitTillSeen : [1]
- Gag : [2]
- MonsterClip : [4]
- Prisoner : [16]
- WaitForScript : [128]
- Pre-Disaster : [256]
- Fade Corpse : [512]

