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Difference between revisions of "Ogre"

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m (updated infobox)
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The [[monster_ogre_marksman]] entity produces a slightly different ogre (won't make a sound when the player is sighted, won't make chainsaw dragging sounds, won't make a proper obituary message, has a different decision-making process when choosing whether to attack, and will [[Monster infighting|in-fight]] with regular ogres).
 
The [[monster_ogre_marksman]] entity produces a slightly different ogre (won't make a sound when the player is sighted, won't make chainsaw dragging sounds, won't make a proper obituary message, has a different decision-making process when choosing whether to attack, and will [[Monster infighting|in-fight]] with regular ogres).
  
{{Monsters}}
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==Tactics==
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<br>
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<br>
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{{Infobox_entity
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| classname = monster_ogre
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| commonname = [[Ogre]]
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| type = point
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| class = [[Monster (entity class)|monster]]
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| dimensions = 64 x 64 x 88
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| quakec = [[ogre.qc]]
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| precaches =
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progs/ogre.mdl<br>
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progs/h_ogre.mdl<br>
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progs/grenade.mdl<br>
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ogre/ogdrag.wav<br>
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ogre/ogdth.wav<br>
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ogre/ogidle.wav<br>
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ogre/ogidle2.wav<br>
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ogre/ogpain1.wav<br>
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ogre/ogsawatk.wav<br>
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ogre/ogwake.wav
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}}
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==Entity information==
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'''monster_ogre''' is the [[Entity|entity]] for placing '''Ogres''' in a level.
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There is also an entity called '''monster_ogre_marksman''', which can also be used to place Ogres in a level. There is no functional difference between the two, but due to them being treated as separate monster types, they can be made to fight each other.
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===Usage===
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===Attributes===
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====Keys====
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{| class="wikitable" width="100%"
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|-
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| ! bgcolor="#eeeeee" width="100px" | ''targetname'' || The targetname of the Ogre. When triggered, the Ogre will wake up if inactive.
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|-
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| ! bgcolor="#eeeeee" | ''target'' || The targetname of the entity to be triggered when the Ogre dies.
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|-
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| ! bgcolor="#eeeeee" | ''killtarget'' || The targetname of the entity to be removed when the Ogre dies.
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|}
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====Spawnflags====
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The monster_ogre entity supports the following [[Entity#Spawnflags|spawnflags]]:
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{| class="wikitable" width="100%"
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! width="50" | Flag
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! width="150" | Common Name
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! Description
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|-
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| 1
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| Ambush
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| The Ogre will not wake up from seeing other monsters wake up or hearing sounds.
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|}
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It also supports the standard spawnflags for difficulty and deathmatch presence.
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{{Template:Mode_spawnflags
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| entity = The Ogre
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}}
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===Definitions===
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====FGD Definition====
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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.
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<pre>
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@PointClass base(Monster) size(-16 -16 -24, 16 16 40) model(":progs/ogre.mdl")
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    = monster_ogre : "Ogre" []
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</pre>
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====DEF Definition====
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This is the definition format used for most old Quake editors, including the original [[QuakeEd]].
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<pre>
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/*QUAKED monster_ogre (1 0 0) (-16 -16 -24) (16 16 40) Ambush
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*/
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</pre>
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[[Category:Quake entities]][[Category:Monsters]]

Revision as of 05:16, 9 April 2013

Ogre
Ogre

"What's worse than a cannibal monster eight feet tall? One with a chainsaw. And a sackful of grenades."

Health 200
Gib threshold {{{gibthresh}}}
Attacks Chainsaw, grenade launcher
Drop 2 rockets
1st appearance e1m2
Game version Shareware
Death message Player was destroyed by an Ogre
† The data files for monsters that appear only in the registered version of Quake reside in pak1.pak rather than pak0.pak.
Two Ogres in e3m3 (The Tomb of Terror).

Ogres are the most common foe in the realms of Quake. With a deadly chainsaw for melee fights and a grenade launcher otherwise (though their grenade launcher is weaker than the player's), they can truly pack a punch. If you can, get somewhere higher up than they are, because they are unable to aim upwards and their own grenades might bounce back and hit them. Use a Double-Barrelled Shotgun at close range, 4 shots should put them down. Otherwise, use a Grenade Launcher or a Rocket Launcher for an even return of ammo, as they drop two rockets upon their demise.

The monster_ogre_marksman entity produces a slightly different ogre (won't make a sound when the player is sighted, won't make chainsaw dragging sounds, won't make a proper obituary message, has a different decision-making process when choosing whether to attack, and will in-fight with regular ogres).

Tactics



monster_ogre
(Ogre)
Entity type point
Entity class monster
Dimensions 64 x 64 x 88
Quake-C ogre.qc
Precaches progs/ogre.mdl

progs/h_ogre.mdl
progs/grenade.mdl
ogre/ogdrag.wav
ogre/ogdth.wav
ogre/ogidle.wav
ogre/ogidle2.wav
ogre/ogpain1.wav
ogre/ogsawatk.wav
ogre/ogwake.wav

Entity information

monster_ogre is the entity for placing Ogres in a level.

There is also an entity called monster_ogre_marksman, which can also be used to place Ogres in a level. There is no functional difference between the two, but due to them being treated as separate monster types, they can be made to fight each other.

Usage

Attributes

Keys

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

Spawnflags

The monster_ogre entity supports the following spawnflags:

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

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(-16 -16 -24, 16 16 40) model(":progs/ogre.mdl")
    = monster_ogre : "Ogre" []

DEF Definition

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

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