These Vortigaunts have been enslaved by Nihilanth, and are forced to work and fight as part of his military forces. Often found in groups, they will flee from the player when they are wounded and on their own. There are some areas in Xen where they will ignore the player, until an alien controller shows up. This indicates that Nihilanth relies on controllers to keep the Vortigaunts enslaved.
Their main attack is a charged electrical beam that can only be dodged by breaking line of sight or by moving out of range, so they are best employed in areas that offer some cover to the player. At close range they will attack with their claws.
| Health | Claw attack | Claw rake attack | Zap attack |
---|
Easy | 30 | 8 | 25 | 10 |
Medium | 30 | 10 | 25 | 10 |
Hard | 60 | 10 | 25 | 15 |
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)
- Animation Sequence (editor) (sequence)
- Squad Name (netname)
Flags
- WaitTillSeen (1)
- Gag (2)
- MonsterClip (4)
- Prisoner (16)
- SquadLeader (32)
- IgnorePlayer (64)
- WaitForScript (128)
- Pre-Disaster (256)
- Fade Corpse (512)
Notes