monster_hwgrunt

monster_hwgrunt

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Last updated by: cold_blood3dcold_blood3d on 30 Jan 2010 22:46

human-grunt-heavy.png

Description

The Heavy Weapons Grunt is armed with a minigun. It takes a short amount of time for the minigun to spin up but if you're within its firing arc then you're going to hurt, badly. The HW Grunt is slow compared to the normal grunts, but his weapon will kill an enemy such as Barney or a player in a few seconds.

The HW Grunt will drop his minigun upon death, which can be picked up and used by players.

Attributes

Name (targetname) - The name that identifies the entity.

Target (target) - When the entity is activated, it triggers the entity specified here.

Render FX (renderfx) - Gives the entity 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) - The type of rendering that is used on the entity. Options are:

  • 0 = Normal
  • 1 = Color
  • 2 = Texture
  • 3 = Glow
  • 4 = Solid
  • 5 = Additive

FX Amount (1 - 255) (renderamt) - ?

FX Color (R G B) (rendercolor) - ?

Pitch Yaw Roll (Y Z X) (angles) - ?

TriggerTarget (TriggerTarget) - The entity to trigger when the TriggerCondition is met.

Trigger Condition (TriggerCondition) - Condition under which the entity 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

Body (body) - ?

Skin (skin) - ?

Is Player Ally (is_player_ally) - Determines whether the monster is an ally or enemy.

Classification (classify) - ?

In-game Name (displayname) - This name shows up on the screen when players focus their crosshair on the monster, and in the death messages when players get killed by it. If you leave this blank, the entity name will be used.

Blood Color (bloodcolor) - The color of the monster's blood. By default, humans produce red blood and aliens produce yellow blood.

Custom Health (health) - Gives the monster a custom health, which overrides its default health.

Custom Model (model) - Location of the custom model this monster will use.

Custom Min Hull Size (X Y Z) (minhullsize) - ?

Custom Max Hull Size (X Y Z) (maxhullsize) - ?

Sound Replacement File (soundlist) - ?

Monster Roaming (nodes) (freeroam) - ?

First Patrol Waypoint (goal_ent) - ?

Patrol Group (goal_group) - ?

Entity to Guard (goal_guard) - Setting this to the name of a monster or entity will cause the monster to constantly follow and protect the specified entity. Players are not able to break this link by asking the guard monster to follow them.

  • Example of use: The Medic and Support Gunner in Sandstone are set to guard the Engineer. Both of them follow and protect the Engineer, and the medic heals him whenever he is injured.

Squad Name (netname) - Puts the monster in this squad.

Flags

WaitTillSeen (1) - If checked, the monster won't do anything before see a player

Gag (2) - ?

MonsterClip (4) - If checked, the monster's movement will be blocked by func_monsterclip.

Prisoner (16) - If checked, the monster won't attack

SquadLeader (6) - Makes the monster the leader of its squad.

WaitForScript (128) - ?

Pre-Disaster (256) - If checked, the monster won't Team Up with you if it's friendly

Fade Corpse (512) - (Obsolete in Sven Co-op) The monster's body will fade after death.

No Dyn Collision (16384) - ?

Additional info

N/A

See also

monster_hwgrunt_repel
weapon_minigun

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