func_monsterclip
brushes.monstermaker
's angles.netname
) basically assigns a name to the monster spawned, that way you can target the monster with a scripted_sequence
or scripted_sentence
.target
) keyvalue of its children, which is needed for entities like Apaches and Ospreys (they need them set to point to the start of a path_corner
path). However, you can use trigger_changetarget
to do that, either before or after the children's AI kicks in (usually at 1.0s after spawning). The monstermaker
's Target on release (target
) can be used for this, but there needs to be a trigger_relay
between them to set the delay properly. Recommended setup:
monstermaker
──(target)──►trigger_relay
(w/delay) ──(target)──►trigger_changetarget
──(target)──► children
cycler
to render a model on your map editor or insert a monster's typical entity and check its bounding box size.func_wall_toggle
. And then after spawning, remove/disable that solid object.monstermaker
that they have died, which may cause Frequency and Max Live children to break. [TODO: test]monstermaker
to spawn some transient entities (e.g. a single hornet, a bullsquid's spit, or a live RPG rocket). However, you might have to manually precache their models/sprites and sounds, and/or surround the monstermaker in trigger_push
to impart velocity to them; all the things their parent entity usually does for them.monster_
not listed below may not work [test, confirm, and update].
trigger_changetarget
required to set path/targettrigger_push
required to set velocity
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monstermaker
to spawn hornets, as part of a trap. really cool.