monstermaker (Half-Life)
Last edited 16 years ago2008-05-23 01:15:25 UTC
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Point EntityThis entity allows you to spawn monsters.
Attributes
- Name (targetname) - Property used to identify entities.
- Target on release (target) - Event to trigger when a monster is spawned.
- Monster Type (monstertype) - The entity name of the monsters to be spawned (e.g. monster_headcrab).
- Number of monsters (monstercount) - The maximum number of entities to spawn. -1 is infinite.
- Frequency (delay) - Delay, in seconds, between each monster being spawned. If -1, a new monster will only be spawned after the previous has been killed.
- Max live children (m_imaxlivechildren) - Maximum number of live children allowed at one time. Spawnings will be suspended until a monster dies. A value of -1 means infinite.
- Childrens' Name (netname)
Flags
- Start On (1)
- Cyclic (4) - If this is enabled, triggering the monstermaker will make it spawn its next monster. Otherwise, triggering will toggle the monstermaker on or off.
- Monsterclip (8) - If this is enabled, spawned monsters will not be able to pass through func_monsterclip brushes.
Notes
- Monstermakers can be a bit of buggy, some of the monsters produced will not fade after death, and there are issues with the AI behaviour of monsters spawned with a monstermaker. The Childrens' Name (netname) basically assigns a name to the monster spawned, that way you can target the monster with a scripted_sequence, or sentence.<BR> AI problems seem to be natural with grunts for some reason, and the only solution I have found is to transport them into the map from somewhere else. That way they retain their AI.
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monstermaker
to spawn hornets, as part of a trap. really cool.