| hide |
var |
|
Causes character to be hfidden and nonsolid until triggered. |
| noDamage |
var |
|
if set, monster won't take damage. |
| teleport |
var |
|
if set, character teleports in when triggered. |
| no_idle_chatter |
var |
|
When set, character will not make idle sounds |
| target |
var |
|
set of path_* entities to visit. |
| wander |
var |
|
if set to 1, visit path_* targets randomly, otherwise visit them in order. |
| ignore_obstacles |
var |
|
If set, character doesn't avoid obstacles. Generally should only be used for cinematics when you need character to exactly follow a path. |
| dont_push_others |
var |
|
If set, character doesn't say 'excuse me' when blocked by another character, but only waits for them to get out of the way on their own. |
| wait |
var |
|
How long to wait before following path. Character will be unresponsive until this time has passed. |
| talkradius |
var |
300 |
If the player steps outside this distance from the character, the conversation is over and the character goes back to what he was doing. |
| talktime |
var |
10 |
How long the character will wait for the player to press the talk button before returning to what he was doing. |
| talktrigger |
var |
|
When set, character will wait in an animation until triggered and then talk to the player before following the path. |
| no_cower |
var |
|
Don't cower when hearing gun fire. |
| anim |
var |
impintro |
Anim to play when talktrigger is set. |
| 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. |
| talk_no_turn |
var |
|
Don't turn body toward player when talking, just his head. |
| talk0_blendin |
var |
8 |
# frames to blend into triggered talk anim. |
| talk0_blendout |
var |
8 |
# frames to blend out of triggered talk anim. |
| talk1_blendin |
var |
8 |
# frames to blend into primary talk anim. |
| talk1_blendout |
var |
8 |
# frames to blend out of primary talk anim. |
| talk2_blendin |
var |
8 |
# frames to blend into secondary talk anim. |
| talk2_blendout |
var |
8 |
# frames to blend out of secondary talk anim. |
| alt_path1 |
var |
|
alternate path for character. use target_aI_followalternatepath1 to cause character to follow. |
| alt_path2 |
var |
|
alternate path for character. use target_aI_followalternatepath2 to cause character to follow. |
| alt_path3 |
var |
|
alternate path for character. 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 |
0 |
Monsters do not actively attack players or monsters with the same team #. |
| rank |
var |
0 |
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 character can turn per second |
| ignore_push |
var |
|
Set to 1 to prevent character from moving out of the way when player pushes him. |
| mass |
var |
5000 |
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 character'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 |
|
Maximum angular offset to randomly offset the character's aim when firing missiles |
| attack_cone |
var |
|
Monster can only throw projectile within this cone relative to his direction. |
| melee_range |
var |
|
do melee attack when within this range |
| talks |
var |
1 |
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 |
|
minimum amount of time to wait till playing chat sounds when in combat |
| chatter_combat_max |
var |
|
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 |
|
How long to wait between pain animations before triggering another pain animation. |
| pain_threshold |
var |
|
How much damage character has to recieve in one blow for it to play a pain animation. |
| bone_leftEye |
var |
Lfteye_Focus |
Which bone to modify to adjust the left eye |
| bone_rightEye |
var |
Rteye_Focus |
Which bone to modify to adjust the right eye |
| bone_focus |
var |
head |
Where the character's eyes are in his head |
| look_min |
var |
|
minimum angles for head looks |
| look_max |
var |
|
maximum angles for head looks |
| eye_turn_min |
var |
-20 -30 0 |
min angular offset for eye joint before head has to turn. |
| eye_turn_max |
var |
20 30 0 |
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 |
0 |
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 |
underground_cin_pistol |
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 |
|
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. |
| smoke_wound_flesh |
var |
|
Smoke effect to emit from wounds. |
| gravityDir |
var |
|
Direction of gravity. Defines the character's concept of 'down'. |