This is the definition format used for most old Quake editors, including the original QuakeEd. This does not include the Monster base class definition, which is also base(Monster) size(-16 -16 -24, 16 16 40) model(":progs/ogre.mdl") they have a strong attack (whether in close range with the chainsaw or mid to far range with their grenade launcher), and quite a lot of HPs. Note that the model(.) parameter is not supported by Worldcraft. I think there are probably too many in the levels. This is the format used by TrenchBroom and Worldcraft. The Ogre will not spawn in Deathmatch mode.ĭefinitions FGD Definition The Ogre will not spawn on Hard difficulty. The Ogre will not spawn on Normal difficulty. The Ogre will not spawn on Easy difficulty. It also supports the standard spawnflags for difficulty and deathmatch presence. The Ogre will not wake up from seeing other monsters wake up or hearing sounds. The monster_ogre entity supports the following spawnflags: The targetname of the entity to be removed when the Ogre dies. The targetname of the entity to be triggered when the Ogre dies. When triggered, the Ogre will wake up if inactive. 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. There is also an entity called monster_ogre_marksman, which can also be used to place Ogres in a level. It's possible that this enemy is inspired by the real-life Piranha.Monster_ogre is the entity for placing Ogres in a level. As such, the Rotfish was originally known as the Piranha.
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