| script_init |
var |
|
Script executed immediately after an spawneding in. |
| script_first_sight |
var |
|
Script executed the first time an enemy sees a target. |
| script_sight |
var |
|
Script executed when a new target is sighted. |
| script_pain |
var |
|
Script executed when pain is taken. |
| script_damage |
var |
|
Script executed when any dmage is taken. |
| script_death |
var |
|
Script executed on death. |
| script_footstep |
var |
|
Script executed for each footstep generated. |
| script_onclick |
var |
|
Script executed when clicked on by the player. |
| forceWalk |
var |
|
Set to 1 to always use walk animations when moving (Default 0) |
| forceRun |
var |
|
Set to 1 to alwasy use run animations when moving (Default 0) |
| forceRush |
var |
|
Set to 1 to alwasy rush in to melee range with the current enemy (Default 0) |
| hideRange |
var |
|
Set min max range for distance to use when finding a place to hide from enemy (Default: 150 750) |
| leader |
var |
|
Set to name of actor which should be this actors leader |
| follows |
var |
|
Set to 1 to enable following when talked to (will override the talks keyword) |
| talk_turn |
var |
|
Set to 1 to turn towards the talk target before talking |
| talks |
var |
0 |
Set to 1 to enable talking |
| lipsync_talk_primary |
var |
|
First lipsync to use when talked to |
| lipsync_talk_secondary |
var |
|
Second lipsync to use when talked to |
| lipsync_talk_loop<#> |
var |
|
Lipsync to repeat after primary and secondary have been played (the first loop cycle is lipsync_talk_loop1) |
| anim_talk |
var |
|
Animation to use when talking |
| anim_talk_primary |
var |
|
Animation to use when talking using primary lipsync |
| anim_talk_secondary |
var |
|
Animation to use when talking using secondary lipsync |
| anim_talk_loop<#> |
var |
|
Animation to use when talking using loop lipsync |
| lipsync_follow |
var |
|
Lipsync to use when being asked to follow |
| lipsync_stopfollow |
var |
|
Lipsync to use when being asked to stop following |
| lipsync_busy |
var |
|
Lipsync to use when they are busy and cant talk |
| lipsync_rush |
var |
|
Lipsync to use when ai decides to rush their enemy |
| lipsync_cover |
var |
|
Lipsync to use when ai decides to take cover |
| lipsync_loud_to_leadcover |
var |
|
Lipsync to use when in combat and moving to cover location near leader |
| lipsync_loud_at_leadcover |
var |
|
Lipsync to use when in combat and reached cover location near leader |
| lipsync_to_leadcover |
var |
|
Lipsync to use when moving to cover location near leader |
| lipsync_at_leadcover |
var |
|
Lipsync to use when reached cover location near leader |
| lipsync_flank |
var |
|
Lipsync to use when flanking enemy |
| lipsync_moveup |
var |
|
Lipsync to use when advancing on enemy |
| lipsync_fallback |
var |
|
Lipsync to use when retreating |
| lipsync_checkfire |
var |
|
Lipsync to use when hit by a teammate's attack |
| lipsync_grenade |
var |
|
Lipsync to use when a grenade lands nearby |
| lipsync_throw_grenade |
var |
|
Lipsync to use when throwing a grenade |
| lipsync_sniper |
var |
|
Lipsync to use when being shot at by a sniper |
| lipsync_mandown |
var |
|
Lipsync to use when an ally dies nearby |
| lipsync_victory |
var |
|
Lipsync to use when an enemy has been killed |
| lipsync_watchit |
var |
|
Lipsync to use when an enemy is killed that was targetting a friendly |
| lipsync_supressed |
var |
|
Lipsync to use when an enemy is using supressing fire on us |
| lipsync_supressing |
var |
|
Lipsync to use when using supressing fire |
| lipsync_closeone |
var |
|
Lipsync to use when an enemy's attack just misses |
| lipsync_<shortname>_killed |
var |
|
Lipsync to use when and ally named <shortname> dies nearby |
| lipsync_thanks |
var |
|
Lipsync to use when saying thanks for the player killing an enemy taretting a buddy |
| lipsync_niceshot |
var |
|
Lipsync to use when congratulating the player for killing an enemy |
| lipsync_traitor |
var |
|
Lipsync to use when the player kills a teammate |
| lipsync_canihelpyou |
var |
|
Lipsync to use when the player stands in front of a friendly marine too long |
| Lipsync_enemy_back |
var |
|
lipsync to use when enemy spotted behind |
| lipsync_enemy_left |
var |
|
lipsync to use when enemy spotted to the left |
| lipsync_enemy_right |
var |
|
lipsync to use when enemy spotted to the right |
| lipsync_enemy_default |
var |
|
lipsync to use when enemy spotted (not a specific direction) |
| objectivetitle_failed |
var |
|
objective to fail when killed |
| objectivetext_failed |
var |
|
failed objective text to display when killed |
| objectivetitle_completed |
var |
|
objective to complete when killed |
| objectivetext_completed |
var |
|
completed objective text to display when killed |
| noDamage |
var |
1 |
if set, monster won't take damage. |
| ambush |
var |
0 |
if set, monster only wakes up if it sees the player. |
| enemy |
var |
|
Set to the name of the entity to intially target when activated. |
| forceEnemy |
var |
1 |
if set, the AI will automatically find an enemy (no sight required) when activated |
| passive |
var |
|
if set, the AI will not attack enemies |
| notarget |
var |
|
if set, the AI cannot be targetted by enemies |
| wakeup_target |
var |
|
list of entities to trigger when monster sees the player. can be used like 'target' in that you can have several of these and the monster will activate each one. |
| anim |
var |
idle |
Animation to cycle when spawned in. |
| on_activate |
var |
sight |
Animation to play when monster sees player or is triggered. Set to blank to make monster immediately start attacking the player without playing an animation. |
| on_activate_blend |
var |
|
# of frames to blend out of 'on_activate' animation when it's done playing. Default is 4 frames. |
| trigger_anim |
var |
|
Monster remains hidden until triggered, plays anim specified and immediately goes after the player. |
| faceEnemy |
var |
|
If set, monster will be facing their enemy when they wake up (defaults to 0) |
| trigger |
var |
|
If set, monster will only become angry when triggered or damaged, and not on sight. Monster will play 'anim' until triggered, or follow his path. If 'attack_path' is set, |
| no_idle_chatter |
var |
|
When set, monster will not make idle sounds |
| walk_on_sight |
var |
0 |
Allows the monster to begin walking towards the player before his sight animation finishes. |
| wait |
var |
0 |
How long to wait before following path. Monster will be unresponsive until this time has passed. |
| neverdormant |
var |
|
If set to 1, monsters do not sleep outside your PVS |
| ignore_obstacles |
var |
|
If set, monster doesn't avoid obstacles. Generally should only be used for cinematics when you need monster to exactly follow a path. |
| noshadows |
var |
|
turns off shadows on character. |
| animate_z |
var |
|
disables gravity on character until he wakes up. used for on_activate anims where the bounding box needs to move up and down. |
| af_push_moveables |
var |
|
whether the monster's articulated figure pushes obstacles while they're alive. |
| def_drops |
var |
|
entityDefs to drop when killed. Multiple drop items are defined by adding suffixes: 'def_drops1', 'def_drops2', etc. |
| def_attach |
var |
|
Name of entityDef to attach to model. Set 'joint' in the attached entity def to the joint to attach to, and use 'origin' and 'angles' to offset it. |
| def_head |
var |
|
Name of entityDef to attach as character's head. Copies animation from certain bones into the head model. |
| gravityDir |
var |
|
Direction of gravity. Defines the character's concept of 'down'. |
| tether_target |
var |
|
Initial tether to use |