monster_apache
Last edited 4 years ago2020-06-04 19:42:59 UTC
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An AH-64 Apache attack helicopter, called in to assist the HECU marine corps. It circles around an area, using its machine gun and rocket pods to attack enemies. Its machine gun can rotate freely, so players will need cover in order to stay alive. Although it is not entirely immune against small arms fire, the RPG and Tau cannon are most effective against it.
| Health | Machinegun damage | Rocket damage |
---|
Easy | 150 | 8 | 150 |
Medium | 250 | 10 | 150 |
Hard | 400 | 10 | 150 |
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)
Flags
- WaitTillSeen (1)
- Gag (2)
- MonsterClip (4)
- NoWreckage (8)
- Prisoner (16)
- Start Inactive (64)
- WaitForScript (128)
- Pre-Disaster (256)
- Fade Corpse (512)
Notes
- target needs to be specified by a path_corner which targets other path_corners forming a cyclic route.
- Apparently, TriggerTarget or TriggerCondition are not working for this entity.
- Malfunction - Although not in any func_monsterclip area, the MonsterClip flag will prevent the entity from moving and attacking, working like both a Prisoner and Start Inactive.
- Can spawn in deathmatch.
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