The first thing
you might want to know is all the different key value pairs and
spawnflags that are available and what they do. The key value
pairs that are unique for the monster_ entities are killtarget,
and item. What killtarget
does is when the creature is killed the entity or entities with
the corresponding targetname are removed from the game. So lets
say we have a tank that when killed all the weapons in the level
disappear. To do this we would give all the weapons a targetname
of weapon, and then give the monster a killtarget key value pair
and a target key value pair
and set them both to the targetname
of the weapons. It will not work
if you just give it a killtarget or likewise if you just give
it a target to the weapons. You must
have both set.
What combattarget does is when the monster sees the
player it will move to the point_combat specified by the combattarget.
So in other words you must have a point_combat
to be able to use the key value pair combattarget. So for example
lets say you want the monster to set off an alarm when he sees
the player. You would have to make a point_combat near a trigger_once
entity which will set off the alarm. So you would give the point_combat
a targetname of combat1. Now create the creature and give it
a combattarget of combat1. So now when the monster sees the
player he will walk towards the point_combat and trigger the
alarm then turn around and attack the player. I have also noticed
that if you simply use the key value pair target to link the
creature to the point_combat that it will work in the same way.
Deathtarget when set, will trigger the corresponding
entity with the correct targetname when the monster is killed.
You could use this for a variety of cool effects like disabling
a force field when the monster is killed or turning off all
the lights. For example, let's make it so when the monster is
killed the light will shut off. I have no clue why you would
want this to happen but oh well. =) First make the light and
give it a targetname of light1. Now make the monster_gunner
or whatever monster you want and give it a deathtarget of light1.
Now when you kill the monster the light will shut off. Pretty
Item is something that EutecTic told me about that
is awesome. I always wondered how to do it and my friend came
to the rescue once again. What item does is when the monster
is killed the item specified with the item key value
pair will be spawned. So lets say you want to make it so when
you kill the gladiator that the blue key is spawned at his dead
body. All you would need to do is make the gladiator and give
him a key value pair item and set it to key_blue_key. That's
all there is to it. Very cool.
There are also 3 spawnflags that you can set for any given
creature_ entity. These are ambush,
trigger_spawn, and sight.
Ambush and sight do exactly the same thing. By default
a creature will only notice you when you are in it's line of
site or it hears you shoot one of your weapons. Even if it is
behind a door and it hears you shoot a weapon it will become
active. They will even open the door, and attack you. If you
set the ambush or sight spawnflag then the creature will not
be activated and will not attack if it's
view is blocked. If the creature is not behind a
wall or behind a door, and has a direct point of sight to the
player then it will act as any other creature and become active.
So lets say there are 2 creatures right behind a door, one has
sight or ambush set and the other does not. If you shoot your
gun then the one without sight or ambush will become active,
open the door, and attack you while the one with sight or ambush
set will not do anything. It will attack when it sees you or
hears you when there is a direct line of sight. If there are
2 monsters in a big wide open room with one having ambush or
sight set and other without and you shoot your gun then BOTH
monsters will be activated and will attack. Ambush or sight
only affect the creatures behavior when they are blocked from
view by a wall or a door.
trigger_spawn will spawn the monster when triggered.
So in other words the creature with trigger_spawn set will not
appear when the level begins and will only appear when a entity
of some sort triggers the creature. So therefore you
must give the monster a targetname. For example.
Lets say we want a group of creatures to surprise the player
in an area where he has already been and must return to sometime
during the game. We would make the group of creatures first,
setting the spawnflag trigger_spawn for all of them and giving
them each a targetname of monster. Not we will make a trigger_once
somewhere in the level and set the target to monster. So therefore
when the player walks over and sets off the trigger_once the
group of creatures you gave the trigger_spawn flag and the targetnames
to, will appear.
There are also a few other things that you can do with the
If you give the monster a targetname and then target the monster
with some sort of entity WITHOUT
trigger_spawn set then when the monster is triggered it will
hunt down the player who activated the trigger. Very cool.
is an entity that can only be triggered by a monster and will
make the monster jump in the specified direction, speed, and
height. The key value pairs that can be set are angle,
speed, and height.
Angle determines the direction the creature jumps, speed
is the velocity of the jump, and height is the altitude
the creature jumps. It can be used for a variety of cool effects
like a creature jumping off a ledge at you.
Another cool thing that you can do with the creature entities
is make them wander around. To get this effect you must you
path_corners. So create
the monster that you want to wander around and target it to
a path_corner. If you only have 1 path_corner then the monster
will walk to it and then just stand there are look around. If
you have multiple path_corners all linked together then the
monster will wander from path_corner to path_corner stopping
and looking around every once in awhile. I have also noticed
that the monsters do not follow the path_corners exactly and
sometimes wander off of the path.
One thing that I mentioned earlier
but I would like to go over again is the point_combat
entity. Point_combats are used just like path_corners. They
are not drawn in the map. Point_combat entites are simply points
that the monster will walk to before attacking the player. You
can have more then one linked. Just give each point_combat a
target to the next. Remember though that the monster will not
attack until it is finished walking it's point_combats. In the
example map I made 2 monster_chicks that when they see the player
they take cover behind 2 low lying walls. This effect was achieved
using point_combats. By default once the monster reaches the
last point_combat it will go after the player like a normal
monster. If you set the spawnflag hold
on the point_combats then the creatures will hold their position
once they reach the last point_combat and attack you from there.
One thing I did notice though is if you shoot the monster and
hurt it then it will quit following its point_combat and just
attack the player.
There are a couple monster entities that don't act like the
others. They are monster_makron and monster_commander_body.
monster_makron is a broken entity and shouldn't be used and
monster_commander_body is just the dead body of a monster_tank_commander
that is just used for decoration.
I hope that this tutorial opened your eyes to many possibilities
you can use the monster_ entities for. I thought that writing
this tutorial was the one that I learned the most from out of
all of the tutorials and I hope that it helped you as much as
it helped me. If you find any errors or something new then please
email me and let me know.
The example map was very hard to do without making a whole
new level, which I didn't do. So it might not be as helpful
as previous example maps. It does include examples of monsters
for all the examples though. Download it [here].
If you have any more question the please post them on the discussion