Monster boss guardian seeker (entity)
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Description
Description not available.
Spawn Arguments
The following is a list of key/value pairs, also known as spawn arguments, that function with this entity.
KEY | DESCRIPTION |
---|---|
ambush | if set, monster only wakes up if it sees the player. |
angle | Description not available. |
anim | Animation to cycle when spawned in. |
attack_accuracy | Maximum angular offset to randomly offset the monster’s aim when firing missiles |
attack_cone | Monster can only throw projectile within this cone relative to his direction. |
bind | Description not available. |
bindOrientated | Description not available. |
bindToBody | Description not available. |
bindToJoint | Description not available. |
bindanim | Description not available. |
bleed | Description not available. |
blink_max | Maximum time to wait between eye blinks. |
blink_min | Minimum time to wait between eye blinks. |
blockedAttackTime | # of milliseconds since last attack before monster marked blocked |
blockedMoveTime | # of milliseconds since last move before monster marked blocked |
blockedRadius | if monsters doesn’t move this distance within blockedMoveTime, then mark monster blocked. |
bone_flytilt | Description not available. |
burnaway | Description not available. |
cameraTarget | Description not available. |
chatter_combat_max | maximum amount of time to wait till playing chat sounds when in combat |
chatter_combat_min | minimum amount of time to wait till playing chat sounds when in combat |
chatter_max | maximum amount of time to wait till playing chat sounds when idle |
chatter_min | minimum amount of time to wait till playing chat sounds when idle |
cinematic | Description not available. |
classname | Description not available. |
clipmodel | Description not available. |
cone | Description not available. |
cylinder | Description not available. |
def_light1 | Description not available. |
def_light2 | Description not available. |
def_projectile | name of entityDef to launch as projectile |
editor_color | Description not available. |
editor_copy | Description not available. |
editor_maxs | Description not available. |
editor_mins | Description not available. |
editor_showangle | Description not available. |
editor_var XXXX | Description not available. |
eye_focus_rate | how quickly the eyes focus on a target |
eye_horizontal_offset | horizontal offset from the player’s view that the character’s eyes should focus on. negative values bring eyes closer together. |
eye_verticle_offset | verticle offset from the player’s view that the character’s eyes should focus on. |
fly_offset | Prefered fly height relative to the player’s view |
fly_speed | Speed to fly at |
fov | Character’s field of view. Characters initially become aware of the player when he enters this cone. Also controls when the character sees the player as shootable. Character’s will not use fov for sight checks after their initial wake up. |
fx_teleport | Description not available. |
fx_teleport1 | Description not available. |
fx_teleport2 | Description not available. |
fx_teleport3 | Description not available. |
guiTarget | Description not available. |
head_focus_rate | how quickly the head focuses on a target |
health | Description not available. |
hide | Causes monster to be hidden and nonsolid until triggered. Set to 2 for single trigger (entity wakes up when unhidden). |
inherit | Description not available. |
kick_force | how much force to apply to blocking obstacles to get them out of the way. |
look_max | maximum angles for head looks |
look_min | minimum angles for head looks |
mass | character’s mass. |
maxs | Description not available. |
melee_range | do melee attack when within this range |
mins | Description not available. |
model | Description not available. |
model_lightbeam | Description not available. |
name | Description not available. |
networkSync | Description not available. |
neverDormant | Description not available. |
noGrab | Description not available. |
noclipmodel | Description not available. |
on_activate | Animation to play when monster sees player or is triggered. Set to blank to make monster immediately start attacking the player without playing an animation. |
origin | Description not available. |
pain_threshold | How much damage monster has to recieve in one blow for it to play a pain animation. |
projectile_height_to_distance_ratio | calculates the maximum height a projectile can be thrown. for example, a projectile thrown 100 units with a projectile_height_to_distance_ratio of 0.5 will only ever be up to 50 units above the target. |
rank | Monsters only fight back when attacked by members of it’s own team when its rank is greater than or equal to the attacker’s rank. A rank of 0 will never fight back. |
rotation | Description not available. |
scriptobject | Description not available. |
size | Description not available. |
skin_xray | Description not available. |
slowmo | Description not available. |
snd_death | Description not available. |
snd_sight | Description not available. |
solidForTeam | Description not available. |
spawnclass | Description not available. |
talks | whether character can be engaged in conversation |
target | set of path_* entities to visit. |
team | Monsters do not actively attack players or monsters with the same team #. |
turn_rate | Maximum # of degrees monster can turn per second |
use_aas | extension of the aas file to use for navigation. |
wait | How long to wait before following path. Monster will be unresponsive until this time has passed. |
walk_on_sight | Allows the monster to begin walking towards the player before his sight animation finishes. |
Inheritance
This entity is derived from the following:
- idEntity
- idAnimatedEntity
- idAFEntity_Base
- idAFEntity_Gibbable
- idActor
- idAI
- monster_default
- monster_boss_guardian_seeker
- monster_default
- idAI
- idActor
- idAFEntity_Gibbable
- idAFEntity_Base
- idAnimatedEntity
Note : Entries marked in italics are classes defined in the SDK.
Notes
Notes not available.