monster_furniture
Last edited 1 month ago2024-09-24 04:16:52 UTC
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Used in scripted sequences (
scripted_sequence
and
aiscripted_sequence
) involving furniture
models.
Attributes
- Name (targetname) - Property used to identify entities.
- Pitch Yaw Roll (Y Z X) (angles) - Sets the pitch (up / down), yaw (left / right) and roll (bank) respectively. The compass in WorldCraft / Hammer / J.A.C.K. corresponds to Yaw. Monsters will spawn facing this direction.
- Patrol Path or Target (target) - Name of a
path_corner
that the monster entity would start patrolling. Very similar to func_train
but with models (and without func_train
's features). See notes.
- Render FX (renderfx) - Gives objects special render effects. Think of it as modifying whatever the Render Mode puts out. The options are as follows:
- 0 = Normal
- 1 = Slow Pulse
- 2 = Fast Pulse
- 3 = Slow Wide Pulse
- 4 = Fast Wide Pulse
- 5 = Slow Fade Away
- 6 = Fast Fade Away
- 7 = Slow Become Solid
- 8 = Fast Become Solid
- 9 = Slow Strobe
- 10 = Fast Strobe
- 11 = Faster Strobe
- 12 = Slow Flicker
- 13 = Fast Flicker
- 14 = Constant Glow
- 15 = Distort
- 16 = Hologram (Distort and Fade)
- Render Mode (rendermode) - Controls the type of rendering that is used for an object. Options are:
- 0 = Normal
- 1 = Color
- 2 = Texture
- 3 = Glow
- 4 = Solid
- 5 = Additive
- FX Amount (0 - 255) (renderamt)
- FX Color (R G B) (rendercolor)
- Trigger Target (TriggerTarget) - The event to trigger when the Trigger Condition is met. Used by monsters.
- Trigger Condition (TriggerCondition) - This controls the condition under which a monster will trigger its Trigger Target. The options are:
- 0 = No Trigger
- 1 = See Player, Mad at Player
- 2 = Take Damage
- 3 = 50% Health Remaining
- 4 = Death
- 7 = Hear World
- 8 = Hear Player
- 9 = Hear Combat
- 10 = See Player Unconditional
- 11 = See Player, Not In Combat
- Animation Sequence (editor) (sequence)
- Model (model) - Sets the path to the furniture model. Paths are relative to the game/mod folder. Example:
models/forklift.mdl
.
- Body (body) - [undocumented] Select model bodygroup combination.
- Skin (skin) - [undocumented] Select model skin.
Flags
- WaitTillSeen (1)
- Gag (2)
- MonsterClip (4)
- Prisoner (16)
- WaitForScript (128)
- Pre-Disaster (256)
- Fade Corpse (512)
Notes
- Not solid, but still bleeds like a
cycler
when hit with explosion damage.
- Won't render if origin is inside solids.
- Can still get stuck (and show yellow orbs) if the entity's origin is inside solids.
- At spawn, all sequences, entity effects, and frame information that you may have added to the entity in the level editor is reset, so you should use
scripted_sequence
to set them up properly. Just setting Idle Animation should suffice.
- If the model has one or more sequences with ACT_IDLE, it would switch to them at spawn (and follow the ACTs' set weightages.) Will also return to ACT_IDLE after finishing a
scripted_sequence
unless the action sequence has a event 1000
to mark it as dead, just like NPCs.
monster_furniture
can follow path_corner
s, but only if the model has walking ACTs. It also stutters, doesn't turn to face forward, nor do any of the things a func_train
can do e.g. teleport, wait, and fire the path's "fire on pass".
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