monster_bigmomma (aka Gonarch) #
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
spawnsequence. - 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 injumpanimation sequence).14- play BigMomma.Alert soundscript.15- play BigMomma.Pain soundscript.16- play BigMomma.Attack soundscript.17- play BigMomma.Birth soundscript.50- fire theFire on approachfor the currentinfo_bigmomma. Used inbreakwallanimation sequence.
While events
8,9and10technically 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
}
]
}
}