A point entity, which, in the creator's sense, allows you to spawn any amount of a specific monster type. This can also be used to spawn other entities as well, though only partially supported. It can be toggled on and off or spawn one monster every time it is triggered and allows many options to be set for the spawned monster(s). You must specify monster type, otherwise it will crash the game with "Spawned a NULL entity!" error message
"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', monster cannot be revived (by allied players and monsters).
"Target On Release", target :
Targets which are fired whenever a monster is spawned.
"Monster Type", monstertype : Set the classname of the monster, weapon, item, ammunition or whatever else may be spawned by squadmaker's without working incorrectly here. Click HERE for the list of monsters. You must specify monster type, otherwise it will crash the game with "Spawned a NULL entity!" error message.
"Childrens' Name", netname :
If set, everything that is spawned by this squadmaker will receive this as its targetname.
"Monster count", monstercount :
Total amount of monsters which can be spawned by this squadmaker. If this value runs, the squadmaker won't spawn anything anymore. Setting this to '-1' means an endless supply.
"Delay between spawns", delay :
Delay, in seconds, between spawns.
"Max live children", m_imaxlivechildren :
Maximum amount of spawns by this squadmaker which may exist at a time. Note that for monsters, they will be counted as a live child till their corpse has faded out.
"Blocked Spawn Handling", spawn_mode :
By default, the next monster will spawn as soon as the delay between spawns is over and the spawn area is free. 'Block, spawn as soon as clear' does what it says, which is to ignore the delay between spawns and spawn as soon as the spawn area is clear. Not recommendable for spawning multiple monsters. 'Force spawn, never block' causes a monster to spawn every instant the delay between spawns is over, ignoring whether the spawn area is free or not. If the squadmaker is cyclic, this will be used as well.
"Amount of Telefrag Damage", dmg :Amount of damage to apply to entities that are blocking this spawner. If the entity dies by this a new monster is spawned.
"Trigger Condition", trigger_condition :Choose trigger condition for this monster. When condition is met, the "Trigger Target" is fired (e.g. 'Death' condition fires target when monster dies, 'hear player' fires target when monster hears player e.t.c.).
"Trigger Target", trigger_target :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.
"Is Player Ally", is_player_ally :Set whether the spawned monster is an ally or a foe of the players.
"Override render mode", change_rendermode :
If set to 'Yes', the rendermode of the spawned entity will be changed to the one set in this squadmaker.
"Xenmaker template name", xenmaker :
If you set the name of an env_xenmaker here, its effects will appear every time the squadmaker spawns something.
"Not solid", notsolid :
Set whether the spawned monsters will appear solid to each other and the players or not.
"Gag", gag :
Allows you to mute the spawned monsters.
"Weapons (Grunt/Massn/etc)", weapons :
Set which weapons the spawned monster will receive, depending on whether it is a grunt or an assassin.
"Squad Name", squadname :
Name of a squad for this monster to be part of. Monsters which share the same squadname/are in the same squad, will attempt to stay together and follow their squad's leader (monster with "SquadLeader" flag).
"Squad leader", is_squad_leader :
Set whether the spawned monsters will be leaders of their squad or not.
"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", new_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 seperated 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 :
Name of first path_waypoint to go to.
"Entity To Guard", guard_ent :
If set, the monster will try to follow and protect (attack its attackers) the given entity.
"V_model (Weapons Only)", wpn_v_model :
If spawning a weapon, this will replace its view model. (The weapon as seen in first person view).
"W_model (Weapons Only)", wpn_w_model :
If spawning a weapon, this will replace its world model. (The weapon as seen when lying somewhere).
"P_model (Weapons Only)", wpn_p_model :
If spawning a weapon, this will replace its player model. (The model as seen held by other players).
"Angelscript function name", function_name :
Name of the function to use from already parsed .as script files. If the function belongs to namespace, you must use prefix with the namespace name (e.g. mynamespace::MyFunction) for the keyvalue.
1: "Start on": The squadmaker will start on and start spawning as soon as the map loads.
4: "Cyclic": Changes the squadmaker's toggle-behaviour to a single-fire-behaviour. With this flag set, the entity will spawn one time every time it is fired.
8: "Monster clip": Monsters spawned by a squadmaker with this flag set will be blocked by the func_monsterclip brush entity.
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.
32: "Auto size BBox": When trying to spawn something, the squadmaker checks whether the spawn area is free or not. If it is not free, it won't spawn. By default, the checked area is way larger than the average monster. Checking this flag will resize the checked area depending on what you set the squadmaker to spawn. Setting this flag is highly recommended.
64: "Cyclic backlog": In case a monster was not spawned although the squadmaker is cyclic and was triggered, e.g. because the spawn was blocked, this will keep track of that and spawn the monster as soon as the spawn is free. This works for multiple monsters and makes a sort of spawn queue. This is useful when a game_counter of yours is triggered by monster death events and thus expects a minimum amount of monsters to be spawned, so the trigger can ever fire.
128: "Wait for script": If set, a spawned monster won't react to anything after being spawned until it enters a scripted sequence.
1024: "No respawn (Collectibles)": If the spawned entity is a weapon, an item or ammunition, it won't respawn after being collected when this flag is set.
- You must specify monster type, otherwise it will crash the game with "Spawned a NULL entity!" error message.
Changes
- 5.0 Steam Release: Added 'Is not revivable', 'Path Name' and 'Angelscript function name' keyvalues.
|