Health | Reserve per sprite | Zap Damage | |
---|---|---|---|
Easy | 800 | 40 | 30 |
Medium | 800 | 40 | 30 |
Difficult | 1000 | 50 | 30 |
path_corner
that the monster entity would start patrolling. Not used by the Nihilanth.func_monsterclip
solid/impassable to this monster.info_node
and info_node_air
entities nearby so that the Nihilanth can spawn Alien Slaves and Alien Controllers periodically. Do note that the Nihilanth can spawn 4 of these at the same time assuming nothing block the nodes.trigger_relay
, which makes the player "touch" a trigger named n_ending
placed in the level. See the Special entity names subsection below for information.n_min
and n_max
: info_target
entities with these names can be placed to override the default minimum and maximum floating heights of -4096 and 4096 units respectively. Do note that the Nihilanth tries to follow it's enemy's height as reference without exceeding those boundaries.n_recharger1
, n_recharger2
, etc.: Points (defined with info_target
's) where reserve health sprites are spawned. Use trigger_relay
to link between the info_target
and a func_breakable
to create a recharge crystal, for example. You can remove the recharge function with KillTarget keyvalue in any entities.n_draw1
, n_draw2
, etc.: Called when the Nihilanth is drawing reserve health sprites from n_recharger#
of the respective number. A multi_manager
of these names can be used to do the lightning effects when the Nihilanth is recharging its power.n_leaving1
, n_leaving2
, etc.: Called when the player gets hit by the Nihilanth's teleportation ball. Used in conjunction with n_teleport#
. Must be killed to advance to the next number, achievable with a trigger_relay
of this name with KillTarget filled with its own name.n_teleport1
, n_teleport2
, etc.: trigger_teleport
entities used when the player gets hit by the Nihilanth's teleportation ball i.e. the player gets sent to this entity's destination. Used in conjunction with n_leaving#
, and likewise must be killed to advance to the next trigger_teleport
entity.n_dead
: Called when the Nihilanth is "dead" (after rising and reaching n_max
or hitting a solid above its head.). Use with trigger_relay
or multi_manager
to call any effects you want. The Nihilanth spins around in its tormented state indefinitely, until you trigger it with a trigger_relay
with its Trigger State set to OFF.n_ending
: A so-named trigger_teleport
that teleports the player to the entity's destination when the Nihilanth has been turned OFF as explained above.You must log in to post a comment. You can login or register a new account.