This entity is misnamed monster_satchelcharge
in the standard Half-Life FGD. You need to use the entity classname monster_satchel
without "charge".
Spawns a live (charged) satchel grenade. Triggering the satchel by name detonates them.
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.
- Target (target) - When an entity is activated, it triggers the entity with the name specified by Target. Bogus entry, not implemented.
- Delay before trigger (delay) - Usually the time in seconds before an entity should trigger its target (after being triggered itself). Under other SmartEdit names, delay might also be the time to wait before performing some other action. Bogus entry, not implemented.
- KillTarget (killtarget) - When an entity is triggered, it will remove from the game the entity specified by this property. Bogus entry, not implemented.
- 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)
- Animation Sequence (editor) (sequence)
Flags
Notes
- To give the satchel an initial velocity, turn SmartEdit off and add a
velocity
keyvalue where the value is a vector in the form of X Y Z
in units/s.