Monster zombie fat (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 |
---|---|
af_push_moveables | whether the monster’s articulated figure pushes obstacles while they’re alive. |
ambush | if set, monster only wakes up if it sees the player. |
angle | Description not available. |
angles | Description not available. |
anim | Animation to cycle when spawned in. |
animate_z | disables gravity on character until he wakes up. used for on_activate anims where the bounding box needs to move up and down. |
articulatedFigure | Description not available. |
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. |
big_monster | Description not available. |
bind | Description not available. |
bindConstraint | 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. |
bone_focus | Where the character’s eyes are in his head |
bone_leftEye | Which bone to modify to adjust the left eye |
bone_orientation | Description not available. |
bone_rightEye | Which bone to modify to adjust the right eye |
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. |
cinematic_no_hide | When set, character won’t hide after playing cinematics. |
classname | Description not available. |
clipmodel | Description not available. |
cone | Description not available. |
copy_joint XXXX | Description not available. |
cylinder | Description not available. |
damage_scale XXXX | Description not available. |
damage_zone XXXX | Description not available. |
def_attach | Name of entityDef to attach to model. Set ‘joint’ in the attached entity def to the joint to attach to, and use ‘origin’ and ‘angles’ to offset it. |
def_dropGibItem1 | Description not available. |
def_dropGibItem2 | Description not available. |
def_dropGibItem3 | Description not available. |
def_dropGibItem4 | Description not available. |
def_dropGibItem5 | Description not available. |
def_dropGibItem6 | Description not available. |
def_dropGibItem7 | Description not available. |
def_dropGibItem8 | Description not available. |
def_dropGibItem9 | Description not available. |
def_drops | entityDefs to drop when killed. Multiple drop items are defined by adding suffixes: ‘def_drops1’, ‘def_drops2’, etc. |
def_head | Description not available. |
def_projectile | name of entityDef to launch as projectile |
dropGibItem1Joint | Description not available. |
dropGibItem1Offset | Description not available. |
dropGibItem2Joint | Description not available. |
dropGibItem3Joint | Description not available. |
dropGibItem4Joint | Description not available. |
dropGibItem5Joint | Description not available. |
dropGibItem6Joint | Description not available. |
dropGibItem7Joint | Description not available. |
dropGibItem8Joint | Description not available. |
dropGibItem9Joint | Description not available. |
dropGibItem9Offset | Description not available. |
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_height | The height off the ground of the character’s eyes. All sight checks are done from this point. When set, overrides determining the height from the position of the eye joint. |
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_turn_max | max angular offset for eye joint before head has to turn. |
eye_turn_min | min angular offset for eye joint before head has to turn. |
eye_verticle_offset | verticle offset from the player’s view that the character’s eyes should focus on. |
finalBoss | Description not available. |
flashColor | color of muzzleflash |
flashRadius | radius of muzzleflash |
flashTime | how long muzzleflash lasts |
fly_bob_horz | Rate at which flying creatures bob left and right. |
fly_bob_strength | How far flying creatures should bob. |
fly_bob_vert | Rate at which flying creatures bob up and down. |
fly_offset | Prefered fly height relative to the player’s view |
fly_pitch_max | Description not available. |
fly_pitch_scale | Description not available. |
fly_roll_max | Description not available. |
fly_roll_scale | Description not available. |
fly_seek_scale | Description not available. |
fly_speed | Speed to fly at |
focus_align_time | how long character should glance at the player before turning his head. |
forceMuzzle | Description not available. |
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. |
gib | Description not available. |
gravityDir | Direction of gravity. Defines the character’s concept of ‘down’. |
guiTarget | Description not available. |
head_focus_rate | how quickly the head focuses on a target |
head_joint | Description not available. |
head_look | Description not available. |
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). |
ignore_obstacles | If set, monster doesn’t avoid obstacles. Generally should only be used for cinematics when you need monster to exactly follow a path. |
ik_ankle1 | Description not available. |
ik_ankle2 | Description not available. |
ik_dir1 | Description not available. |
ik_dir2 | Description not available. |
ik_foot1 | Description not available. |
ik_foot2 | Description not available. |
ik_footSize | Description not available. |
ik_hip1 | Description not available. |
ik_hip2 | Description not available. |
ik_knee1 | Description not available. |
ik_knee2 | Description not available. |
ik_numLegs | Description not available. |
ik_waist | Description not available. |
inherit | Description not available. |
joint | Description not available. |
kick_force | how much force to apply to blocking obstacles to get them out of the way. |
look_joint | specifies the scale in ‘pitch yaw roll’ to modify the joint based on head looking. you can specify any number of joints to be affected by the head look. the scale of the joints that lead up to the head should always add up to 1 on yaw and pitch to ensure that the character looks directly at the player. |
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_death | Description not available. |
model_gib | Description not available. |
mtr_flashShader | shader to use for muzzleflash |
name | Description not available. |
networkSync | Description not available. |
neverDormant | Description not available. |
noDamage | if set, monster won’t take damage. |
noGrab | Description not available. |
no_idle_chatter | When set, monster will not make idle sounds |
noclipmodel | Description not available. |
noshadows | turns off shadows on character. |
npc_name | Description not available. |
num_cinematics | When set, character is in cinematic mode. Remains hidden until triggered, then plays each anim in sequence, then triggers targets becomes hidden once more. Anims are specified by setting ‘anim1’, ‘anim2’, ‘anim3’, etc. |
num_projectiles | how many projectiles to launch at a time. |
offsetModel | Vector to offset the visual model from the movement bounding box. |
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_delay | How long to wait between pain animations before triggering another pain animation. |
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. |
projectile_spread | how much to spread out projectiles when they’re fired. Works in conjunction with attack_accuracy. Good for things like shotgun blasts. |
ragdoll | Specifies the .af file to use for a ragdoll when the creature dies |
ragdoll_contactFrictionDent | Contact friction dent on ragdoll. |
ragdoll_contactFrictionEnd | End time for contact friction dent |
ragdoll_contactFrictionStart | Start time for contact friction dent |
ragdoll_jointFrictionDent | Joint friction dent on ragdoll. |
ragdoll_jointFrictionEnd | End time for joint friction dent |
ragdoll_jointFrictionStart | Start time for joint friction dent |
ragdoll_slomoEnd | End time of ragdoll slow motion relative to death time, defaults to 1.0 |
ragdoll_slomoStart | Start time of ragdoll slow motion relative to death time, defaults to -0.2 |
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. |
remove | Description not available. |
rotation | Description not available. |
scriptobject | Description not available. |
size | Description not available. |
skin | Description not available. |
skin_dropGib | Description not available. |
skin_head_xray | Description not available. |
skin_xray | Description not available. |
slowmo | Description not available. |
snd_ | Description not available. |
snd_bounce | Description not available. |
snd_chatter | chat sound to play when idle |
snd_chatter_combat | chat sound to play when in combat |
snd_footstep | Description not available. |
snd_gibbed | Description not available. |
snd_melee_attack_1 | Description not available. |
snd_melee_attack_2 | Description not available. |
snd_melee_attack_3 | Description not available. |
snd_pain | Description not available. |
snd_sight1 | Description not available. |
snd_sight2 | Description not available. |
snd_sight3 | Description not available. |
snd_sight4 | Description not available. |
snd_sight5 | Description not available. |
snd_sight6 | Description not available. |
snd_sight7 | Description not available. |
snd_swipe | Description not available. |
snd_thud | Description not available. |
snd_wrench | Description not available. |
solidForTeam | Description not available. |
sound_bone | Description not available. |
spawnClearMoveables | Description not available. |
spawnclass | Description not available. |
special_damage | 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 #. |
teleport | if set, monster teleports in when triggered. |
trigger_anim | Monster remains hidden until triggered, plays anim specified and immediately goes after the player. |
turn_rate | Maximum # of degrees monster can turn per second |
useBoneAxis | Description not available. |
use_aas | extension of the aas file to use for navigation. |
use_combat_bbox | Use a bounding box for damage and not per-poly hit detection. |
velocityTime | Description not available. |
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
- zombie_default
- monster_zombie_fat
- zombie_default
- monster_default
- idAI
- idActor
- idAFEntity_Gibbable
- idAFEntity_Base
- idAnimatedEntity
Note : Entries marked in italics are classes defined in the SDK.
Notes
Notes not available.