Tiny baby headcrabs, the same ones that are spawned by the
Gonarch (Big Momma). They are smaller and more agile than normal
headcrabs, and slightly transparent as well. This makes them difficult to see and hit, turning them into a very annoying enemy if the player is not equipped with a
hive hand. They only have 25% as much health as a normal headcrab, and deal only 30% as much damage.
|
Health |
Bite damage |
Easy |
2.5 |
1.5 |
Medium |
2.5 |
3 |
Hard |
5 |
3 |
Attributes
- Name (targetname) - Property used to identify entities.
- Pitch Yaw Roll (Y Z X) (angles) - Sets the pitch (up / down), yaw (left / right) and roll (bank) respectively. The compass in WorldCraft / Hammer / J.A.C.K. corresponds to Yaw. Monsters will spawn facing this direction.
- Patrol Path or Target (target) - Name of a
path_corner
that the monster entity would start patrolling.
- 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. Not used on this monster: always in texture mode. Options are:
- 0 = Normal
- 1 = Color
- 2 = Texture
- 3 = Glow
- 4 = Solid
- 5 = Additive
- FX Amount (0 - 255) (renderamt) - Not used: always at
192
- FX Color (R G B) (rendercolor)
- Trigger Target (TriggerTarget) - The event to trigger when the Trigger Condition is met. Used by monsters.
- Trigger Condition (TriggerCondition) - This controls the condition under which a monster will trigger its Trigger Target. 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
- Animation Sequence (editor) (sequence)
Flags
- WaitTillSeen (1) - Stands in place until seen by a player.
- Gag (2) - Makes no idle sounds.
- MonsterClip (4) - Makes
func_monsterclip
solid/impassable to this monster.
- Prisoner (16) - Won't attack, or be attacked by, other monsters.
- WaitForScript (128) - Does nothing, not implemented.
- Pre-Disaster (256) - For some NPCs, switch to pre-disaster dialogues and behaviour (busy and won't follow players).
- Fade Corpse (512)