Spawns a Gargantua, a big blue armored alien creature. They are only vulnerable to explosives and some experimental energy weapons, and are often used as a mini-boss. They prefer chasing their targets and roasting them at close range with their flamethrowing 'hands'. If they can't get to their target they will often wait patiently, occasionally launching a red ball of energy across the floor.
In Half-Life and its expansions, defeating one often involved using the environment, such as triggering an electric discharge or using a mortar targeting system. Otherwise, a player would need some 8 to 10
grenades or
rockets (100 damage each), or about 6 to 7
tripmines or
satchel charges (150 damage each).
|
Health |
Melee damage |
Flame damage |
Stomp (projectile) damage |
Easy |
800 |
10 |
3 |
50 |
Medium |
800 |
30 |
5 |
100 |
Hard |
1000 |
30 |
5 |
100 |
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. Options are:
- 0 = Normal
- 1 = Color
- 2 = Texture
- 3 = Glow
- 4 = Solid
- 5 = Additive
- FX Amount (0 - 255) (renderamt)
- 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)
Notes
- Gargantuas are only vulnerable to energy-beam, crush, mortar, and blast damage.