These strong, armored creatures make up the bulk of Nihilanth's military forces. They are armed with a hive hand, a biological weapon that spawns an endless supply of hornets, small insects that act as homing projectiles. At close range, they will simply punch their opponents. The dark armored parts will reduce incoming damage by 20 points - any projectile that does less damage simply ricochets off of the armor.
Their great strength allows them to burst through concrete walls and blast doors alike. They are found at the frontlines of the invasion of earth, assisted by alien slaves and controllers. In Half-Life's Interloper chapter, it is shown that they are bio-engineered or augmented, being transported in large holding vats throughout an alien factory.
| Health | Punch damage | Hornet damage |
---|
Easy | 60 | 10 | 4 |
Medium | 90 | 20 | 5 |
Hard | 120 | 20 | 8 |
Attributes
- 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)
Notes