info_bigmomma

Modified

12-Jul-2023

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.

Keyvalues


OnDestroy Function ondestroyfn : Name of the function to use from already parsed .as script files when entity is destroyed (killed) in any way. If the function belongs to namespace, you must use prefix with the namespace name (e.g. mynamespace::MyFunction) for the keyvalue.

Name targetname : Set name of info_bigmomma so other nodes can link to this. Can be kill-targeted.

Next node 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.

KillTarget killtarget : Entity or entities to destroy when this node is reached.

Fire on approach reachtarget : Entity to trigger when Gonarch reach this point. Trigger use-type is 'Toggle'.

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.

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.