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Wiki » Reference » monster_ entities » monster_simple_default
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monster_simple_default

This is an entity on id Tech 4 engines, present on Prey. Below you can find its spawnflags, keys and editor settings for each game that defines it.

Prey

Keys

Key Type Default Description
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 Prefered fly height relative to the player's view
fly_speed var 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 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 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 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 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 170 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)

Editor

Property Value
Type point entity
Spawn class hhMonsterAI -> idAI -> idActor -> idAFEntity_Gibbable -> idAFEntity_Base -> hhAnimatedEntity -> idAnimatedEntity -> hhRenderEntity -> idEntity -> idClass
Min -16 -16 0
Max 16 16 64
Color 1 .5 0

Script events

Event Declared by
findReaction hhMonsterAI
useReaction hhMonsterAI
setMeleeRange hhMonsterAI
enemyOnSide hhMonsterAI
hitCheck hhMonsterAI
createMonsterPortal hhMonsterAI
getShootTarget hhMonsterAI
triggerReactEnt hhMonsterAI
getVehicle hhMonsterAI
enemyAimingAtMe hhMonsterAI
reachedEntity hhMonsterAI
spawnFX hhMonsterAI
splashDamage hhMonsterAI
followPath hhMonsterAI
getLastReachableEnemyPos hhMonsterAI
enemyIsA hhMonsterAI
subtitle hhMonsterAI
enableHeadlook hhMonsterAI
disableHeadlook hhMonsterAI
enableEyelook hhMonsterAI
disableEyelook hhMonsterAI
facingEnemy hhMonsterAI
bossBar hhMonsterAI
allowFall hhMonsterAI
inPlayerFov hhMonsterAI
isRagdoll hhMonsterAI
moveDone hhMonsterAI
setShootTarget hhMonsterAI
enemyInGravityZone hhMonsterAI
setLookOffset hhMonsterAI
setHeadFocusRate hhMonsterAI
flyZip hhMonsterAI
useConsole hhMonsterAI
testMeleeDef hhMonsterAI
enemyInVehicle hhMonsterAI
enemyOnWallwalk hhMonsterAI
alertAI hhMonsterAI
testAnimMoveBlocked hhMonsterAI
inGravityZone hhMonsterAI
startSoundDelay hhMonsterAI
setTeam hhMonsterAI
getAttackPoint hhMonsterAI
hideNoDormant hhMonsterAI
soundOnModel hhMonsterAI
activatePhysics hhMonsterAI
isVehicleDocked hhMonsterAI
enemyInSpirit hhMonsterAI
activate idAI
findEnemy idAI
findEnemyAI idAI
findEnemyInCombatNodes idAI
closestReachableEnemyOfEntity idAI
heardSound idAI
setEnemy idAI
clearEnemy idAI
muzzleFlash idAI
createMissile idAI
attackMissile idAI
fireMissileAtTarget idAI
launchMissile idAI
attackMelee idAI
directDamage idAI
radiusDamageFromJoint idAI
attackBegin idAI
attackEnd idAI
meleeAttackToJoint idAI
randomPath idAI
canBecomeSolid idAI
becomeSolid idAI
becomeNonSolid idAI
becomeRagdoll idAI
stopRagdoll idAI
setHealth idAI
getHealth idAI
allowDamage idAI
ignoreDamage idAI
getCurrentYaw idAI
turnTo idAI
turnToPos idAI
turnToEntity idAI
moveStatus idAI
stopMove idAI
moveToCover idAI
moveToEnemy idAI
moveToEnemyHeight idAI
moveOutOfRange idAI
moveToAttackPosition idAI
wander idAI
moveToEntity idAI
moveToPosition idAI
slideTo idAI
facingIdeal idAI
faceEnemy idAI
faceEntity idAI
waitAction idAI
getCombatNode idAI
enemyInCombatCone idAI
waitMove idAI
getJumpVelocity idAI
entityInAttackCone idAI
canSee idAI
setTalkTarget idAI
getTalkTarget idAI
setTalkState idAI
enemyRange idAI
enemyRange2D idAI
getEnemy idAI
getEnemyPos idAI
getEnemyEyePos idAI
predictEnemyPos idAI
canHitEnemy idAI
canHitEnemyFromAnim idAI
canHitEnemyFromJoint idAI
enemyPositionValid idAI
chargeAttack idAI
testChargeAttack idAI
testAnimMoveTowardEnemy idAI
testAnimMove idAI
testMoveToPosition idAI
testMeleeAttack idAI
testAnimAttack idAI
shrivel idAI
burn idAI
preBurn idAI
setSmokeVisibility idAI
numSmokeEmitters idAI
clearBurn idAI
stopThinking idAI
getTurnDelta idAI
getMoveType idAI
setMoveType idAI
saveMove idAI
restoreMove idAI
allowMovement idAI
enableClip idAI
disableClip idAI
enableGravity idAI
disableGravity idAI
enableAFPush idAI
disableAFPush idAI
setFlySpeed idAI
setFlyOffset idAI
clearFlyOffset idAI
getClosestHiddenTarget idAI
getRandomTarget idAI
travelDistanceToPoint idAI
travelDistanceToEntity idAI
travelDistanceBetweenPoints idAI
travelDistanceBetweenEntities idAI
lookAt idAI
lookAtEnemy idAI
setBoneMod idAI
throwMoveable idAI
throwAF idAI
getAngles idAI
setAngles idAI
kill idAI
wakeOnFlashlight idAI
locateEnemy idAI
kickObstacles idAI
getObstacle idAI
pushPointIntoAAS idAI
getTurnRate idAI
setTurnRate idAI
animTurn idAI
allowHiddenMovement idAI
triggerParticles idAI
findActorsInBounds idAI
canReachPosition idAI
canReachEntity idAI
canReachEnemy idAI
getReachableEntityPosition idAI
enableEyeFocus idActor
disableEyeFocus idActor
footstep idActor
leftFoot idActor
rightFoot idActor
EnableWalkIK idActor
DisableWalkIK idActor
EnableLegIK idActor
DisableLegIK idActor
preventPain idActor
disablePain idActor
enablePain idActor
getPainAnim idActor
setAnimPrefix idActor
stopAnim idActor
playAnim idActor
playCycle idActor
idleAnim idActor
setSyncedAnimWeight idActor
setBlendFrames idActor
getBlendFrames idActor
animState idActor
getAnimState idActor
inAnimState idActor
finishAction idActor
animDone idActor
overrideAnim idActor
enableAnim idActor
hasAnim idActor
checkAnim idActor
chooseAnim idActor
animLength idActor
animDistance idActor
hasEnemies idActor
nextEnemy idActor
closestEnemyToPoint idActor
stopSound idActor
setNextState idActor
setState idActor
getState idActor
getHead idActor
LeftFootPrint idActor
RightFootPrint idActor
playAnimSkip idActor
gib idAFEntity_Gibbable
SetConstraintPosition idAFEntity_Base
setAFCollision idAFEntity_Base
spawnFXAlongBone hhAnimatedEntity
getJointHandle idAnimatedEntity
clearAllJoints idAnimatedEntity
clearJoint idAnimatedEntity
setJointPos idAnimatedEntity
setJointAngle idAnimatedEntity
getJointPos idAnimatedEntity
getJointAngle idAnimatedEntity
moveToJoint idEntity
moveToJointWeighted idEntity
moveJointToJoint idEntity
moveJointToJointOffset idEntity
setSkin idEntity
spawnDebris idEntity
delayDamageEntity idEntity
dispose idEntity
setDeformation idEntity
setFloatKey idEntity
setVectorKey idEntity
setEntityKey idEntity
playerCanSee idEntity
setContents idEntity
setClipmask idEntity
setPortalCollision idEntity
killbox idEntity
getName idEntity
setName idEntity
findTargets idEntity
activateTargets idEntity
numTargets idEntity
getTarget idEntity
randomTarget idEntity
bindToJoint idEntity
removeBinds idEntity
bind idEntity
bindPosition idEntity
unbind idEntity
setOwner idEntity
setModel idEntity
getShaderParm idEntity
setShaderParm idEntity
setShaderParms idEntity
setColor idEntity
getColor idEntity
isHidden idEntity
hide idEntity
show idEntity
cacheSoundShader idEntity
startSoundShader idEntity
startSound idEntity
fadeSound idEntity
getWorldOrigin idEntity
setWorldOrigin idEntity
getOrigin idEntity
setOrigin idEntity
getLinearVelocity idEntity
setLinearVelocity idEntity
getAngularVelocity idEntity
setAngularVelocity idEntity
getSize idEntity
setSize idEntity
getMins idEntity
getMaxs idEntity
touches idEntity
setGuiParm idEntity
setGuiFloat idEntity
getNextKey idEntity
setKey idEntity
getKey idEntity
getIntKey idEntity
getFloatKey idEntity
getVectorKey idEntity
getEntityKey idEntity
restorePosition idEntity
updateCameraTarget idEntity
distanceTo idEntity
distanceToPoint idEntity
startFx idEntity
waitFrame idEntity
wait idEntity
hasFunction idEntity
callFunction idEntity
setNeverDormant idEntity
playRumble idEntity
stopRumble idEntity
remove idClass

Last changed Sep 21, 2026
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