| noDamage |
var |
|
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 name of character to attack when activated. |
| teleport |
var |
|
if set, monster teleports in when triggered. |
| 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. |
| attack_path |
var |
|
When activated, either by sight or by trigger, follow a path of path_corners to the end and then attack. Monster will not play sight or 'on_activate' animation. Will exit path if enemy gets too close, unless 'stay_on_attackpath' is set. |
| stay_on_attackpath |
var |
1 |
don't exit attack_path when close to enemy. |
| anim |
var |
idle |
Animation to cycle when spawned in. |
| num_cinematics |
var |
|
When set, character is in cinematic mode. Remains hidden until triggered, then plays each anim in sequence, then triggers targets becomes hidden once more. Anims are specified by setting 'anim1', 'anim2', 'anim3', etc. |
| cinematic_no_hide |
var |
|
When set, character won't hide after playing cinematics. |
| 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. |
| wake_on_attackcone |
var |
|
Monster will wake up and attack when player enters it's attack cone. Monster will also wake up when triggered or shot. |
| walk_on_trigger |
var |
|
Monster begins following his path when triggered but doesn't get angry right away. Do not set 'attack_path' or 'trigger' with 'walk_on_trigger'. |
| 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, |
| portal_face |
var |
|
If set to 1, monster and portal will face player when portalling in (default 0) |
| hide |
var |
|
Causes monster to be hidden and nonsolid until triggered. Set to 2 for single trigger (entity wakes up when unhidden). |
| spawner |
var |
|
when set, spawns a monster whenever triggered. # specifies the maximum monsters to have spawned at any one time (forexample, setting 'spawner' to '3' allows up to 3 monsters at once). |
| spawn_target |
var |
|
when 'spawner' is set, this specifies the target of the spawner. usefull for having the spawned monster target the spawner. |
| no_idle_chatter |
var |
|
When set, monster will not make idle sounds |
| walk_on_sight |
var |
|
Allows the monster to begin walking towards the player before his sight animation finishes. |
| no_sight |
var |
|
Monster will not wake up upon seeing player. He'll still wake up to sounds or being triggered. |
| target |
var |
|
set of path_* entities to visit. |
| wander |
var |
|
if set to 1, visit path_* targets randomly, otherwise visit them in order. |
| 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. |
| ignore_lostcombat |
var |
|
If set, monster doesn't try to hide when it can no longer reach the player. |
| alt_path1 |
var |
|
alternate path for monster. use target_aI_followalternatepath1 to cause character to follow. |
| alt_path2 |
var |
|
alternate path for monster. use target_aI_followalternatepath2 to cause character to follow. |
| alt_path3 |
var |
|
alternate path for monster. use target_aI_followalternatepath3 to cause character to follow. |
| 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. |
| kick_force |
var |
60 |
how much force to apply to blocking obstacles to get them out of the way. |
| team |
var |
1 |
Monsters do not actively attack players or monsters with the same team #. |
| rank |
var |
|
Monsters only fight back when attacked by members of it's own team when its rank is greater than or equal to the attacker's rank. A rank of 0 will never fight back. |
| turn_rate |
var |
360 |
Maximum # of degrees monster can turn per second |
| mass |
var |
|
character's mass. |
| ragdoll |
var |
|
Specifies the .af file to use for a ragdoll when the creature dies |
| ragdoll_slomoStart |
var |
|
Start time of ragdoll slow motion relative to death time, defaults to -0.2 |
| ragdoll_slomoEnd |
var |
|
End time of ragdoll slow motion relative to death time, defaults to 1.0 |
| ragdoll_jointFrictionDent |
var |
|
Joint friction dent on ragdoll. |
| ragdoll_jointFrictionStart |
var |
|
Start time for joint friction dent |
| ragdoll_jointFrictionEnd |
var |
|
End time for joint friction dent |
| ragdoll_contactFrictionDent |
var |
|
Contact friction dent on ragdoll. |
| ragdoll_contactFrictionStart |
var |
|
Start time for contact friction dent |
| ragdoll_contactFrictionEnd |
var |
|
End time for contact friction dent |
| af_push_moveables |
var |
|
whether the monster's articulated figure pushes obstacles while they're alive. |
| blink_min |
var |
2.5 |
Minimum time to wait between eye blinks. |
| blink_max |
var |
8.0 |
Maximum time to wait between eye blinks. |
| fly_offset |
var |
128 |
Prefered fly height relative to the player's view |
| fly_speed |
var |
100 |
Speed to fly at |
| fly_bob_strength |
var |
|
How far flying creatures should bob. |
| fly_bob_vert |
var |
|
Rate at which flying creatures bob up and down. |
| fly_bob_horz |
var |
|
Rate at which flying creatures bob left and right. |
| def_projectile |
var |
projectile_acidblast_gasbag |
name of entityDef to launch as projectile |
| num_projectiles |
var |
|
how many projectiles to launch at a time. |
| projectile_spread |
var |
|
how much to spread out projectiles when they're fired. Works in conjunction with attack_accuracy. Good for things like shotgun blasts. |
| attack_accuracy |
var |
0 |
Maximum angular offset to randomly offset the monster's aim when firing missiles |
| attack_cone |
var |
70 |
Monster can only throw projectile within this cone relative to his direction. |
| attack_target |
var |
|
Entity to fire missile at when 'fireMissileAtTarget' is called from script or 'fire_missile_at_target' as a framecommand. |
| melee_range |
var |
0 |
do melee attack when within this range |
| projectile_height_to_distance_ratio |
var |
0.9 |
calculates the maximum height a projectile can be thrown. for example, a projectile thrown 100 units with a projectile_height_to_distance_ratio of 0.5 will only ever be up to 50 units above the target. |
| talks |
var |
|
whether character can be engaged in conversation |
| def_drops |
var |
|
entityDefs to drop when killed. Multiple drop items are defined by adding suffixes: 'def_drops1', 'def_drops2', etc. |
| smokeParticleSystem |
var |
|
particle system to attach to entity. To attach to a specific joint, add - and the name of the joint. For example 'fire-firejoint' attaches the 'fire' particle to the joint 'firejoint'. |
| chatter_min |
var |
5 |
minimum amount of time to wait till playing chat sounds when idle |
| chatter_max |
var |
10 |
maximum amount of time to wait till playing chat sounds when idle |
| snd_chatter |
var |
monsters_gasbag_chatter |
chat sound to play when idle |
| chatter_combat_min |
var |
3 |
minimum amount of time to wait till playing chat sounds when in combat |
| chatter_combat_max |
var |
7 |
maximum amount of time to wait till playing chat sounds when in combat |
| snd_chatter_combat |
var |
monsters_gasbag_chatter_combat |
chat sound to play when in combat |
| pain_delay |
var |
1 |
How long to wait between pain animations before triggering another pain animation. |
| pain_threshold |
var |
1 |
How much damage monster has to recieve in one blow for it to play a pain animation. |
| bone_leftEye |
var |
|
Which bone to modify to adjust the left eye |
| bone_rightEye |
var |
|
Which bone to modify to adjust the right eye |
| bone_focus |
var |
|
Where the character's eyes are in his head |
| look_min |
var |
-80 -75 0 |
minimum angles for head looks |
| look_max |
var |
80 75 0 |
maximum angles for head looks |
| eye_turn_min |
var |
|
min angular offset for eye joint before head has to turn. |
| eye_turn_max |
var |
|
max angular offset for eye joint before head has to turn. |
| eye_verticle_offset |
var |
5 |
verticle offset from the player's view that the character's eyes should focus on. |
| eye_horizontal_offset |
var |
-8 |
horizontal offset from the player's view that the character's eyes should focus on. negative values bring eyes closer together. |
| eye_focus_rate |
var |
0.5 |
how quickly the eyes focus on a target |
| head_focus_rate |
var |
0.1 |
how quickly the head focuses on a target |
| focus_align_time |
var |
|
how long character should glance at the player before turning his head. |
| mtr_flashShader |
var |
|
shader to use for muzzleflash |
| flashColor |
var |
|
color of muzzleflash |
| flashRadius |
var |
|
radius of muzzleflash |
| flashTime |
var |
|
how long muzzleflash lasts |
| use_aas |
var |
aasGasbag |
extension of the aas file to use for navigation. |
| use_combat_bbox |
var |
|
Use a bounding box for damage and not per-poly hit detection. |
| offsetModel |
var |
|
Vector to offset the visual model from the movement bounding box. |
| 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. |
| head |
var |
|
Name of entityDef to attach as character's head. Copies animation from certain bones into the head model. |
| eye_height |
var |
|
The height off the ground of the character's eyes. All sight checks are done from this point. When set, overrides determining the height from the position of the eye joint. |
| fov |
var |
360 |
Character's field of view. Characters initially become aware of the player when he enters this cone. Also controls when the character sees the player as shootable. Character's will not use fov for sight checks after their initial wake up. |
| mtr_splat_flesh |
var |
|
Material to use for blood splats. |
| mtr_wound_flesh |
var |
|
Material to use for wounds. |
| fx_wound_flesh |
var |
|
Smoke effect to emit from wounds. |
| gravityDir |
var |
|
Direction of gravity. Defines the character's concept of 'down'. |
| blockedRadius |
var |
20 |
if monsters doesn't move this distance within blockedMoveTime, then mark monster blocked. |
| blockedMoveTime |
var |
500 |
# of milliseconds since last move before monster marked blocked |
| blockedAttackTime |
var |
500 |
# of milliseconds since last attack before monster marked blocked |
| can_see_portals |
var |
|
allow monster to see and shoot at enemies through portals |
| health_percent_trigger_XX |
var |
|
allows target triggering at health percentages, where XX is 1-100 percent of health |
| hearing_range |
var |
|
maximum radius at which monster is alerted by enemies |
| nodrop |
var |
|
monster not affected by gravity. use enableClip to toggle this later |
| never_target |
var |
|
if enabled, no monster will ever attack this monster under any condition (default 0) |
| portalCollide |
var |
0 |
if true, creatures will be blocked by portals after they portal in. Note that offset_porta_vector is probably needed so the creature doesn't start inside the portal. |
| overrideKilledByGravityZones |
bool |
0 |
if true, even 'killmonsters' gravity zones will not kill me |
| no_kill_return |
var |
|
if true, monster wont return to original position after killing its enemy (0) |
| remove_bar_on_death |
bool |
1 |
if true, boss bar is removed when monster dies (1) |
| remove_bar_on_dissolve |
bool |
|
if true, boss bar is removed when ragdoll dissolves (0) |