Difference between revisions of "Monster alien grunt"
From Obsidian Conflict Wiki
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+ | == Entity description == | ||
+ | |||
+ | This entity spawns an Alien Grunt. With a strong armor which reduces the damage of the attacks (changed in Source?), the Hivehand, which their projectiles chase you, and their strong melee attack, it makes a formidable enemy. | ||
+ | |||
+ | == Key values == | ||
+ | |||
+ | *Target (target) - When an entity is activated, it triggers the entity with the name specified by Target. | ||
+ | *Name (targetname) - Property used to identify entities. | ||
+ | *Render FX (renderfx) - Gives objects special render effects. Think of it as modifying whatever the Render Mode puts out. The options are as follows: | ||
+ | 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 and Fade) | ||
+ | *Render Mode (rendermode) - Controls the type of rendering that is used for an object. Options are: | ||
+ | 0 = Normal | ||
+ | 1 = Color | ||
+ | 2 = Texture | ||
+ | 3 = Glow | ||
+ | 4 = Solid | ||
+ | 5 = Additive | ||
+ | *TriggerTarget (TriggerTarget) - The event to trigger when the TriggerCondition is met. Used by monsters. | ||
+ | *Trigger Condition (TriggerCondition) - This controls the condition under which a monster will trigger its TriggerTarget. The options are: | ||
+ | 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 | ||
+ | *FX Amount (1 - 255) (renderamt) | ||
+ | *FX Color (R G B) (rendercolor) | ||
+ | *Pitch Yaw Roll (Y Z X) (angles) | ||
+ | *Squad Name (netname) | ||
+ | *Animation Sequence (editor) (sequence) | ||
+ | |||
+ | == Flags == | ||
+ | |||
+ | *WaitTillSeen (1) | ||
+ | *Gag (2) | ||
+ | *MonsterClip (4) | ||
+ | *Prisoner (16) | ||
+ | *Squad Leader (32) | ||
+ | *WaitForScript (128) | ||
+ | *Pre-Disaster (256) | ||
+ | *Fade Corpse (512) |
Revision as of 12:00, 28 December 2011
This Page contains informations about an Obsidian Conflict Entity, which means it is only availible for Obsidian Conflict or rather in that form it is explained. |
Entity description
This entity spawns an Alien Grunt. With a strong armor which reduces the damage of the attacks (changed in Source?), the Hivehand, which their projectiles chase you, and their strong melee attack, it makes a formidable enemy.
Key values
- Target (target) - When an entity is activated, it triggers the entity with the name specified by Target.
- Name (targetname) - Property used to identify entities.
- Render FX (renderfx) - Gives objects special render effects. Think of it as modifying whatever the Render Mode puts out. The options are as follows:
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 and Fade)
- Render Mode (rendermode) - Controls the type of rendering that is used for an object. Options are:
0 = Normal 1 = Color 2 = Texture 3 = Glow 4 = Solid 5 = Additive
- TriggerTarget (TriggerTarget) - The event to trigger when the TriggerCondition is met. Used by monsters.
- Trigger Condition (TriggerCondition) - This controls the condition under which a monster will trigger its TriggerTarget. The options are:
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
- FX Amount (1 - 255) (renderamt)
- FX Color (R G B) (rendercolor)
- Pitch Yaw Roll (Y Z X) (angles)
- Squad Name (netname)
- Animation Sequence (editor) (sequence)
Flags
- WaitTillSeen (1)
- Gag (2)
- MonsterClip (4)
- Prisoner (16)
- Squad Leader (32)
- WaitForScript (128)
- Pre-Disaster (256)
- Fade Corpse (512)