Point EntityGonarch, the mother of all headcrabs. Encountered in Xen as a boss enemy, it constantly spawns
baby headcrabs. At a distance it launches globs of acid but will also frequently charge the player to attack with its claws. It's behavior is extremely aggressive and it can withstand a great deal of punishment, but dealing enough damage will force it to retreat to its lair.
Its behavior can be controlled by a trail of
info_bigmomma nodes. Gonarch will be invincible as long as it's still 'on the trail': applying enough damage will make it move to the next node. When it reaches a node that specifies a health value, Gonarch's health will be set to that value and it will start fighting the player again. It can only be killed at the end of the trail, when there is no next node to move to.
| Health | Slash damage | Mortar damage | Mortar blast radius |
---|
Easy | 1x | 50 | 100 | 250 |
Medium | 1.5x | 60 | 120 | 250 |
Hard | 2x | 70 | 160 | 275 |
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)
- First node (netname)
Flags
- WaitTillSeen (1)
- Gag (2)
- MonsterClip (4)
- Prisoner (16)
- WaitForScript (128)
- Pre-Disaster (256)
- Fade Corpse (512)
Notes
- Gonarch has 150 health by default, but its actual health depends on the use of info_bigmomma nodes. Health values are multiplied based on the difficulty level.
- Gonarch can be turned into a 'normal' monster by using a single info_bigmomma node with no next node - this will make it fight the player freely, and die once its health has been exhausted. It can also be turned into an unkillable menace by creating a looping info_bigmomma trail: because it is never left without a next node, it cannot be killed.
- At most 20 spawned baby headcrabs can be alive at any given time.
- Personal Profile: "Extremely anti-social, your temper is prevalent in nearly every situation. This results in fierce battles where you and your adversary eventually fight to the death. 'Anger management' is NOT part of your vocabulary or life-style. Your prolific reproduction rivals the growth of any bacteria. In the space of minutes you have spawned several offspring. Your tiny progeny immediately displays the aggressive nature that is so ingrained in your own psyche. You are prone to having microwave accidents." -slay