monster_human_bandit
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monster_human_bandit
is a point entity available in 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.
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.
- 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]