monster_bigmomma

monster_bigmomma (aka Gonarch) #

TWHL

Skill variables #

  • sk_bigmomma_health_factor - health factor for health in info_bigmomma.
  • sk_bigmomma_dmg_slash - melee damage.
  • bmortar skill variables.

Default classification #

Alien Monster

Default display name #

Big Momma

Soundscripts #

  • BigMomma.Alert - played on the event 14 in the angry sequences.
  • BigMomma.Pain - getting hit.
  • BigMomma.Die - played on the event 6 in the death sequence.
  • BigMomma.Attack - melee attack.
  • BigMomma.Birth - spawning a child. Played on the event 17 in the spawn sequence.
  • BigMomma.LayHeadcrab - creating a baby headcrab.
  • BigMomma.ChildDie - played when child dies.
  • BigMomma.Sack - plays occasionally when idle.
  • BigMomma.LaunchMortar - launching a projectile.
  • BigMomma.AttackHit - melee attack hit. Derived from NPC.AttackHit
  • BigMomma.Use - start following the ally player. Empty by default.
  • BigMomma.UnUse - stop following the ally player. Empty by default.
  • bmortar soundscripts
  • BigMomma.FootstepLeft
  • BigMomma.FootstepRight

Visuals #

  • bmortar visuals
  • BigMomma.MortarSpray - sprite spray that comes from Big Momma when launching the spit projectile and when this projectile touches the wall.

Attacks #

  • Melee Attack 1 - leg attack.
  • Melee Attack 2 - spawn a child.
  • Range Attack 1 - spit a mortar projectile.

Animation events #

  • 1 - footstep left. Plays BigMomma.FootstepLeft soundscript.
  • 2 - footstep right. Plays BigMomma.FootstepRight soundscript.
  • 3 - footstep back left. Plays BigMomma.FootstepLeft soundscript.
  • 4 - footstep back right. Plays BigMomma.FootstepRight soundscript.
  • 5 - play BigMomma.Sack soundscript.
  • 6 - play BigMomma.Die soundscript.
  • 8 - attack with left leg.
  • 9 - attack with right leg.
  • 10 - attack with both legs.
  • 11 - launch bmortar projectile. Play BigMomma.LaunchMortar soundscript.
  • 12 - lay a child (babycrab). Play BigMomma.LayHeadcrab soundscript.
  • 13 - jump forward (used in jump animation sequence).
  • 14 - play BigMomma.Alert soundscript.
  • 15 - play BigMomma.Pain soundscript.
  • 16 - play BigMomma.Attack soundscript.
  • 17 - play BigMomma.Birth soundscript.
  • 50 - fire the Fire on approach for the current info_bigmomma. Used in breakwall animation sequence.

While events 8, 9 and 10 technically don’t do a normal trace hull attack, the attack properties are still can be changed via the trace hull attacks.

Instead of a normal trace hull attack Big Momma searches for the target in the parallelepipedal volume in front.

Entity template examples #

{
    "monster_bigmomma": {
        "children": {
            "classname": "monster_headcrab",
        }
    }
}

The trace attack and take damage rules that emulate monster’s native ones. Could be used as a starting point for further changes.

{
    "monster_bigmomma": {
        "trace_attack": [
            {
                "conditions": {
                    "hitgroup": [1],
                    "invert_hitgroup_check": true
                },
                "modifier": {
                    "dmg": "=0.1"
                },
                "effects": {
                    "ricochet": {
                        "certain_on_new_frame": true,
                        "chance": 0.1,
                        "scale": [1.0, 2.0]
                    }
                }
            }
        ],
        "take_damage": [
            {
                "conditions": {
                    "dmg_type": ["acid"],
                    "attacker": {
                        "attack_affinity": ["friendly", "self", "neutral"]
                    }
                },
                "modifier": {
                    "dmg": "=0"
                }
            }
        ]
    }
}

The check melee rules and trace hull attacks properties that emulate monster’s native ones. Could be used as a starting point for further changes.

{
    "monster_bigmomma": {
        "check_melee_attack1": {
            "distance": 170,
            "dot": 0.7
        },
        "trace_hull_attacks": {
            "8": {
                "distance": 128,
                "punchangle": {
                    "pitch": 15
                },
                "knock": {
                    "forward": 150,
                    "right": -200,
                    "up": 250
                },
                "damage_info": {
                    "type": ["slash", "crush"]
                }
            },
            "9": {
                "distance": 128,
                "punchangle": {
                    "pitch": 15
                },
                "knock": {
                    "forward": 150,
                    "right": 200,
                    "up": 250
                },
                "damage_info": {
                    "type": ["slash", "crush"]
                }
            },
            "10": {
                "distance": 128,
                "punchangle": {
                    "pitch": 15
                },
                "knock": {
                    "forward": 220,
                    "up": 250
                },
                "damage_info": {
                    "type": ["slash", "crush"]
                }
            }
        }
    }
}

The gib disposition that utilizes the bigmomma-specific gibs instead of base alien gibs (in Half-Life campaign the bigmomma gibs are spawned by mapping, via env_shooter).

{
    "monster_bigmomma": {
        "gib_visual": {
            "model": "models/big_momgibs.mdl"
        },
        "gib_disposition": [
            {
                "count": 1,
                "body": 0
            },
            {
                "count": 1,
                "body": 1
            },
            {
                "count": 4,
                "body": 2
            }
        ]
    }
}