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Difference between revisions of "monster shalrath"
From Quake Wiki
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+ | {{DISPLAYTITLE:monster_shalrath}} | ||
+ | |||
{{Infobox_entity | {{Infobox_entity | ||
| classname = monster_shalrath | | classname = monster_shalrath | ||
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| flag # || Some Name ||| Description of spawnflag | | flag # || Some Name ||| Description of spawnflag | ||
|} | |} | ||
+ | |||
+ | ==Definitions== | ||
+ | |||
+ | ===FGD Definition=== | ||
+ | This is the format used by [[TrenchBroom]] and [[Worldcraft]]. Note that the model(...) parameter is not supported by Worldcraft. This does not include the Monster base class definition, which is also required. | ||
+ | <pre> | ||
+ | @PointClass base(Monster) size(-32 -32 -24, 32 32 48) model(":progs/shalrath.mdl") | ||
+ | = monster_shalrath : "Vore" [] | ||
+ | </pre> | ||
+ | ===DEF Definition=== | ||
+ | This is the definition format used for most old Quake editors, including the original [[QuakeEd]]. | ||
+ | <pre> | ||
+ | /*QUAKED monster_shalrath (1 0 0) (-32 -32 -24) (32 32 48) AMBUSH | ||
+ | Vore (Shalrath), 400 health points. | ||
+ | |||
+ | Flags: | ||
+ | "ambush" - the monster will only wake up on really seeing the player, | ||
+ | not another monster getting angry | ||
+ | */ | ||
+ | </pre> | ||
+ | |||
[[Category:Quake entities]] | [[Category:Quake entities]] |
Revision as of 16:04, 29 March 2013
monster_shalrath | ||||||||||
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monster_shalrath is the entity for placing Vores in a level.
Contents
Usage
Vores are best placed where there is not too much easy cover, so that the player has to move around, or even run away to avoid getting hit by the homing bombs the Vore fires. Giving the player too much cover can make Vores boring to fight, as the player can safely take potshots without ever really having to worry about Voreballs hitting them.
Vores actually work quite well in open areas with little cover, as it forces the player to run from the Voreballs, and can lead them to drawing the Voreballs into other enemies to create monster infighting situations.
Attributes
Keys
targetname | The name of the entity. The Vore will wake up and follow the player when triggered, regardless of whether or not it has detected them. |
target | The targetname of the entity that will be triggered when the Vore dies. |
keyvaluename | Additional keyvalues and descriptions can be appended in this format. |
Spawnflags
The button supports standard spawnflags for difficulty and deathmatch presence.
Flag | Common Name |
---|---|
256 | Not on Easy |
512 | Not on Normal |
1024 | Not on Hard |
2048 | Not in Deathmatch |
It also has the following additional flags enabled:
Flag | Common Name | Description |
---|---|---|
flag # | Some Name | Description of spawnflag |
Definitions
FGD Definition
This is the format used by TrenchBroom and Worldcraft. Note that the model(...) parameter is not supported by Worldcraft. This does not include the Monster base class definition, which is also required.
@PointClass base(Monster) size(-32 -32 -24, 32 32 48) model(":progs/shalrath.mdl") = monster_shalrath : "Vore" []
DEF Definition
This is the definition format used for most old Quake editors, including the original QuakeEd.
/*QUAKED monster_shalrath (1 0 0) (-32 -32 -24) (32 32 48) AMBUSH Vore (Shalrath), 400 health points. Flags: "ambush" - the monster will only wake up on really seeing the player, not another monster getting angry */