info_bigmomma

From Sven Co-op
Revision as of 00:29, 28 January 2019 by GeckonCZ (talk | contribs) (Import of converted entguide pages from Sven Manor.)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search
info_bigmomma
Type

point

Status

supported

 


Navigation points specially designed for monster_bigmomma. It will travel through navigation points playing animations and regaining health if specified. Monster_bigmomma won't continue travel to new point until it lose regained health. In original Half Life campaign monster_bigmomma travel further after running out of health, then regenerating at another info_bigmomma, repeating the process after reaching final navigation point where Gonarch breaks the web and player can process. Gonarch can't die while in info_bigmomma path.

1 Keyvalues

Nextnode : target

The name of next node to go after loosing all additional health from "health on approach".

Radius : radius

Radius of where Gonarch can seek this node to go to it. Higher value increased chances of Gonarch to find this node. Player must goad the Gonarch to info_bigmomma if radius isn't high enough.

Wait after approach : reachdelay

Number of seconds Gonarch will wait at this point before proceeding further.

Fire on approach : reachtarget

Target to fire on reaching this point.

Sequence on approach : reachsequence

Name of monster_bigmomma sequence to play when it reaching this point.

Health on approach : health

Health to set for Gonarch when it reaching this point. Gonarch won't advance until loosing specified health. Set it to 0 to make Gonarch proceed to next node. Leave it empty for default.

Sequence before approach : presequence

Name of monster_bigmomma sequence to play before it reaching this point.

2 Flags

1 : Run To Node

Run to this node instead of walking.

2 : Wait Indefinitely

Disable monster AI at this point. Useful when waiting for player to change level.