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monster_furniture

Monster_furniture works in the same way as a monster_generic does, but it has some features cut. No, it not allows mapper to revive furnitures to attack enemies (surely it's still possible in Sven Co-op though).

Keyvalues


"
Classification", classify :
Set the class of the spawned monster. Think of how even though zombies and human grunts, by default, both are the players' enemies, yet have a dislike for and attack each other as well. This relation is created through the respective classes of the two monster types. For a complete table of how different classes react to each other, see monster class relation table.

"Is not revivable", is_not_revivable :
If set to 'Yes', the monster cannot be revived by player's weapon_medkit.

"Trigger Condition", TriggerCondition :
Choose trigger condition for this monster. When condition is met, the "Trigger Condition Target" is fired (e.g. 'Death' condition fires target when monster dies, 'hear player' fires target when monster hears player e.t.c.).

"Trigger Condition Target", TriggerTarget :
Entity to fire when the above condition becomes true.

"Body", body:
This will set which body to use. Body's are different submodels/appearances in model files. Think of the different scientists. Not all models do have multiple body's. '-1' means random.

"Skin", skin:
Monster's model skin to use, if model have multiple skins.

"Is Player Ally", is_player_ally:
Set whether the spawned monster is an ally or a foe of the players. Note that for monster_scientist and monster_barney 'Yes' means 'No' and 'No' means 'Yes'. This is because they are friendly in Half-Life Single Player by default and this option was added in later and not updated for scientist and barney in order to provide backwards compatibility.

"In-game Name", displayname :
If set, this will overwrite the monster's default in-game name, which appears in the HUD monsterinfo, which can be enabled/disabled using the CVar 'mp_allowmonsterinfo'. You can use '\n' here to perform a line-break.

"
Blood Color", bloodcolor :
Allows you to customize the monster's blood color (or disable it).

"
Custom Health", health :
If set, this will overwrite the monster's default health value managed by the skill configuration.

"
Custom Model", model:
If set, this will overwrite the monster's default model. This needs to be precached using a custom_precache point entity.

"
Custom Min Hullsize (X Y Z)", minhullsize :
If set, this will overwrite the monster's default minimum hullsize. Minimum and maximum hullsize form a solid cuboid which define the monster's collision hull. Think of them as two span-vectors originating from the monster's origin.

"
Custom Max Hullsize (X Y Z)", maxhullsize :
If set, this will overwrite the monster's default maximum hullsize. Minimum and maximum hullsize form a solid cuboid which define the monster's collision hull. Think of them as two span-vectors originating from the monster's origin.

"
Sound Replacement File", soundlist :
Set the path to a sound replacement file for the spawned monsters. The path begins in 'svencoop/sound/mapname', whereas 'mapname' would be your map's name. You can go to the parent directory using '../'. A valid sound replacement file contains one or more lines with two sound-paths, which are separated by a space and wrapped into quotes. The first sound is the sound to be replaced. The second sound is the new sound. Sound-paths start in the sound directory. You cannot go to the parent directory using '../' in that case. These sounds do not need to be precached using a custom_precache point entity.

"
Monster Roaming (nodes)", freeroam :
Set whether monsters spawned by this squadmaker use nodes to freeroam and find their way or don't use nodes at all.

"Path Name", path_name
:
New keyvalue created to make use of new path entities. <need update>

"
Entity To Guard", guard_ent :
If set, the monster will try to follow and protect (attack its attackers) the given entity.


Flags


1: "WaitTillSeen": Monster will have it's AI disabled until it sees player (even if something starts attacking monster)

2: "Gag": Monster's idle sounds are muted at map start (until woken up).

4: "MonsterClip": Monster is affected by func_monsterclip.

16: "Prisoner": Causes the spawned monster to be an enemy regardless of the ally setting, but it won't attack or harm you in any way.

128: "WaitForScript": If set, monster won't react to anything after being spawned until it enters a scripted sequence.

256: "Pre-Disaster": Not used in monster_furniture.

512: "Don't Fade Corpse": Prevents corpse from disappearing. Useful when we have essential (mostly friendly) NPC whose death would make map impossible to finish. If corpse never fades players can revive dead monster.

16384: "No Dyn collision": Set whether the spawned monsters will appear solid to each other and the players or not.



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