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Difference between revisions of "Enforcer"

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{{Infobox Monster
 
{{Infobox Monster
|name=Enforcer
+
| name = Enforcer
|entity=monster_enforcer
+
| image = monster_quake_enforcer.png
|model=enforcer.mdl<br />h_mega.mdl (head gib)
+
| manualtext = Grunt, Mark Two. Grunts who are surlier and beefier than the rest get outfitted in combat armour and built-in blasters.
|health=80
+
| health = 80
|attacks=Laser gun
+
| gibthresh = -35
|drop=5 cells
+
| attacks = Laser gun
|1stappearance=[[e2m1]]
+
| drop = 5 cells
|gameversion=Registered
+
| 1stappearance = [[e2m1]]
 +
| gameversion = Registered
 +
| deathmessage = Player was blasted by an Enforcer
 
}}
 
}}
[[Image:Enforcer.gif|left]]
+
 
 
The '''Enforcer''' is the brute of the military base maps. You can tell them apart by their beefier build, helmets and backpack. Wielding a laser cannon with perfect aim, they fire in two shot bursts, ensuring that you have to step quickly to avoid harm. On death they will drop a backpack containing five cells.
 
The '''Enforcer''' is the brute of the military base maps. You can tell them apart by their beefier build, helmets and backpack. Wielding a laser cannon with perfect aim, they fire in two shot bursts, ensuring that you have to step quickly to avoid harm. On death they will drop a backpack containing five cells.
  
 
Enforcers are the only Quake monster showing Earth human intelligence, as some of their sounds bear a strong resemblance to English words, typically used by guards of any sort. This suggests that in their strength, they were less assimilated as a whole by Quake's forces, and thus retained a bit more of their minds.  
 
Enforcers are the only Quake monster showing Earth human intelligence, as some of their sounds bear a strong resemblance to English words, typically used by guards of any sort. This suggests that in their strength, they were less assimilated as a whole by Quake's forces, and thus retained a bit more of their minds.  
  
Interestingly, their uniform bears a strong resemblance to the [[Biosuit]], which can be used as rationale for their underwater excursions in [[The Sewage System]], though the [[Grunt|Grunts]] doing the same are a mystery. Easy to be knocked into a pain frame, and lacking a melee attack, Enforcers are generally best dealt with by the [[Double-Barreled Shotgun]] as the normal one would be wasteful of shells, but the [[Nailgun]] can work well on a group.
+
Interestingly, their uniform bears a strong resemblance to the [[Biosuit]], which can be used as rationale for their underwater excursions in [[e4m1|The Sewage System]], though the [[Grunt|Grunts]] doing the same are a mystery. Easy to be knocked into a pain frame, and lacking a melee attack, Enforcers are generally best dealt with by the [[Double-Barrelled Shotgun]] as the normal one would be wasteful of shells, but the [[Nailgun]] can work well on a group.
  
 
Their projectile can also be found as an option for the [[trap_shooter]] entity, which can be seen used to an extreme extent in the first level of [[Beyond Belief]] where a tight cluster of them act as a security system to prevent the player from passing. Beyond Belief also modified the Enforcer to drop only two cells on death, making them less of a boon to the player at a later point upon finding the [[Thunderbolt]].
 
Their projectile can also be found as an option for the [[trap_shooter]] entity, which can be seen used to an extreme extent in the first level of [[Beyond Belief]] where a tight cluster of them act as a security system to prevent the player from passing. Beyond Belief also modified the Enforcer to drop only two cells on death, making them less of a boon to the player at a later point upon finding the [[Thunderbolt]].
  
''"Grunt, Mark Two. Grunts who are surlier and beefier than the rest get outfitted in combat armour and built-in blasters."''
+
==Tactics==
 +
 
 +
 
 +
<br>
 +
<br>
 +
 
 +
{{Infobox_entity
 +
| classname = monster_enforcer
 +
| commonname = [[Enforcer]]
 +
| type = point
 +
| class = [[Monster (entity class)|monster]]
 +
| dimensions = 32 x 32 x 64
 +
| quakec = [[enforcer.qc]]
 +
| precaches =
 +
progs/enforcer.mdl<br>
 +
progs/h_mega.mdl<br>
 +
progs/laser.mdl<br>
 +
enforcer/death1.wav<br>
 +
enforcer/enfire.wav<br>
 +
enforcer/enfstop.wav<br>
 +
enforcer/idle1.wav<br>
 +
enforcer/pain1.wav<br>
 +
enforcer/pain2.wav<br>
 +
enforcer/sight1.wav<br>
 +
enforcer/sight2.wav<br>
 +
enforcer/sight3.wav<br>
 +
enforcer/sight4.wav
 +
}}
 +
 
 +
==Entity information==
 +
 
 +
'''monster_enforcer''' is the [[Entity|entity]] for placing '''Enforcers''' in a level.
 +
 
 +
===Usage===
 +
 
 +
 
 +
===Attributes===
 +
 
 +
====Keys====
 +
{| class="wikitable" width="100%"
 +
|-
 +
| ! bgcolor="#eeeeee" width="100px" | ''targetname'' || The targetname of the Enforcer. When triggered, the Enforcer will wake up if inactive.
 +
|-
 +
| ! bgcolor="#eeeeee" | ''target'' || The targetname of the entity to be triggered when the Enforcer dies.
 +
|-
 +
| ! bgcolor="#eeeeee" | ''killtarget'' || The targetname of the entity to be removed when the Enforcer dies.
 +
|}
 +
 
 +
====Spawnflags====
 +
The monster_enforcer entity supports the following [[Entity#Spawnflags|spawnflags]]:
 +
{| class="wikitable" width="100%"
 +
! width="50" | Flag
 +
! width="150" | Common Name
 +
! Description
 +
|-
 +
| 1
 +
| Ambush
 +
| The Grunt will not wake up from seeing other monsters wake up or hearing sounds.
 +
|}
 +
 
 +
It also supports the standard spawnflags for difficulty and deathmatch presence.
 +
{{Template:Mode_spawnflags
 +
| entity = The Enforcer
 +
}}
 +
 
 +
===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(-16 -16 -24, 16 16 40) model(":progs/enforcer.mdl")
 +
    = monster_enforcer : "Enforcer" []
 +
</pre>
 +
 
 +
====DEF Definition====
 +
This is the definition format used for most old Quake editors, including the original [[QuakeEd]].
 +
<pre>
 +
/*QUAKED monster_enforcer (1 0 0) (-16 -16 -24) (16 16 40) Ambush
 +
*/
 +
</pre>
  
{{Monsters}}
+
[[Category:Quake entities]][[Category:Monsters]]

Latest revision as of 10:50, 18 October 2017

Enforcer
Enforcer

"Grunt, Mark Two. Grunts who are surlier and beefier than the rest get outfitted in combat armour and built-in blasters."

Health 80
Gib threshold -35
Attacks Laser gun
Drop 5 cells
1st appearance e2m1
Game version Registered
Death message Player was blasted by an Enforcer
† The data files for monsters that appear only in the registered version of Quake reside in pak1.pak rather than pak0.pak.

The Enforcer is the brute of the military base maps. You can tell them apart by their beefier build, helmets and backpack. Wielding a laser cannon with perfect aim, they fire in two shot bursts, ensuring that you have to step quickly to avoid harm. On death they will drop a backpack containing five cells.

Enforcers are the only Quake monster showing Earth human intelligence, as some of their sounds bear a strong resemblance to English words, typically used by guards of any sort. This suggests that in their strength, they were less assimilated as a whole by Quake's forces, and thus retained a bit more of their minds.

Interestingly, their uniform bears a strong resemblance to the Biosuit, which can be used as rationale for their underwater excursions in The Sewage System, though the Grunts doing the same are a mystery. Easy to be knocked into a pain frame, and lacking a melee attack, Enforcers are generally best dealt with by the Double-Barrelled Shotgun as the normal one would be wasteful of shells, but the Nailgun can work well on a group.

Their projectile can also be found as an option for the trap_shooter entity, which can be seen used to an extreme extent in the first level of Beyond Belief where a tight cluster of them act as a security system to prevent the player from passing. Beyond Belief also modified the Enforcer to drop only two cells on death, making them less of a boon to the player at a later point upon finding the Thunderbolt.

Tactics[edit]



monster_enforcer
(Enforcer)
Entity type point
Entity class monster
Dimensions 32 x 32 x 64
Quake-C enforcer.qc
Precaches progs/enforcer.mdl

progs/h_mega.mdl
progs/laser.mdl
enforcer/death1.wav
enforcer/enfire.wav
enforcer/enfstop.wav
enforcer/idle1.wav
enforcer/pain1.wav
enforcer/pain2.wav
enforcer/sight1.wav
enforcer/sight2.wav
enforcer/sight3.wav
enforcer/sight4.wav

Entity information[edit]

monster_enforcer is the entity for placing Enforcers in a level.

Usage[edit]

Attributes[edit]

Keys[edit]

targetname The targetname of the Enforcer. When triggered, the Enforcer will wake up if inactive.
target The targetname of the entity to be triggered when the Enforcer dies.
killtarget The targetname of the entity to be removed when the Enforcer dies.

Spawnflags[edit]

The monster_enforcer entity supports the following spawnflags:

Flag Common Name Description
1 Ambush The Grunt will not wake up from seeing other monsters wake up or hearing sounds.

It also supports the standard spawnflags for difficulty and deathmatch presence.

Flag Common Name Description
256 Not on Easy The Enforcer will not spawn on Easy difficulty.
512 Not on Normal The Enforcer will not spawn on Normal difficulty.
1024 Not on Hard The Enforcer will not spawn on Hard difficulty.
2048 Not in Deathmatch The Enforcer will not spawn in Deathmatch mode.

Definitions[edit]

FGD Definition[edit]

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(-16 -16 -24, 16 16 40) model(":progs/enforcer.mdl")
    = monster_enforcer : "Enforcer" []

DEF Definition[edit]

This is the definition format used for most old Quake editors, including the original QuakeEd.

/*QUAKED monster_enforcer (1 0 0) (-16 -16 -24) (16 16 40) Ambush
*/