Difference between revisions of "Monster alien controller"

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(Entity Description)
(Key values)
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== Key values ==
 
== Key values ==
  
*Target (target) - When an entity is activated, it triggers the entity with the name specified by Target.
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*'''Name''' ''targetname'' <target_source> The name that other entities refer to this entity by.
  
*Name (targetname) - Property used to identify entities.
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*'''Pitch Yaw Roll (Y Z X)''' ''angles'' <angle> This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
   
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*Render FX (renderfx) - Gives objects special render effects. Think of it as modifying whatever the Render Mode puts out. The options are as follows:
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*'''Render FX''' ''renderfx'' <choices> Gives objects special render effects. Think of it as modifying whatever the Render Mode puts out. The options are as follows:
 
         0 = Normal
 
         0 = Normal
 
         1 = Slow Pulse
 
         1 = Slow Pulse
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         15 = Distort
 
         15 = Distort
 
         16 = Hologram (Distort and Fade)
 
         16 = Hologram (Distort and Fade)
   
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*Render Mode (rendermode) - Controls the type of rendering that is used for an object. Options are:
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*'''Render Distance''' ''renderdist'' <integer> currently only useable in combination with Hologram RenderFX
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*'''Render Mode''' ''rendermode'' <choices> Used to set a non-standard rendering mode on this entity. See also 'FX Amount' and 'FX Color'. Controls the type of rendering that is used for an object. Options are:
 
         0 = Normal
 
         0 = Normal
 
         1 = Color
 
         1 = Color
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         4 = Solid
 
         4 = Solid
 
         5 = Additive
 
         5 = Additive
   
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*TriggerTarget (TriggerTarget) - The event to trigger when the TriggerCondition is met. Used by monsters.
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*'''FX Amount (0 - 255)''' ''renderamt'' <integer> The FX amount is used by the selected Render Mode.
   
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*Trigger Condition (TriggerCondition) - This controls the condition under which a monster will trigger its TriggerTarget. The options are:
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*'''FX Color (R G B)''' ''rendercolor'' <color255> The FX color is used by the selected Render Mode.
        0 = No Trigger
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        1 = See Player, Mad at Player
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*'''Disable Receiving Shadows''' ''disablereceiveshadows'' <choices>
        2 = Take Damage
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        3 = 50% Health Remaining
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*'''Damage Filter''' ''damagefilter'' <target_destination> Name of the filter entity that controls which entities can damage us.
        4 = Death
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        7 = Hear World
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*'''Response Contexts''' ''ResponseContext'' <string> Response system context(s) for this entity. Format should be: 'key:value,key2:value2,etc'. When this entity speaks, the list of keys & values will be passed to the response rules system.
        8 = Hear Player
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        9 = Hear Combat
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*'''Disable shadows''' ''disableshadows'' <choices>
        10 = See Player Unconditional
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        11 = See Player, Not In Combat
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*'''Target Path Corner''' ''target'' <target_destination> If set, the name of a path corner entity that this NPC will walk to, after spawning.
   
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*FX Amount (1 - 255) (renderamt)
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*'''Squad Name''' ''squadname'' <string> NPCs that are in the same squad (i.e. have matching squad names) will share information about enemies, and will take turns attacking and covering each other.
   
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*FX Color (R G B) (rendercolor)
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*'''Hint Group''' ''hintgroup'' <string> Hint groups are used by NPCs to restrict their hint-node searching to a subset of the map's hint nodes. Only hint nodes with matching hint group names will be considered by this NPC.
   
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*Pitch Yaw Roll (Y Z X) (angles)
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*'''Hint Limit Nav''' ''hintlimiting'' <choices> Limits NPC to using specified hint group for navigation requests, but does not limit local navigation.
   
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*Animation Sequence (editor) (sequence)
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*'''spawnflags''' ''spawnflags'' <flags>
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*'''Sleep State''' ''sleepstate'' <choices> Holds the NPC in stasis until specified condition. See also 'Wake Radius' and 'Wake Squad'.
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*'''Wake Radius''' ''wakeradius'' <float> Auto-wake if player within this distance
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*'''Wake Squad''' ''wakesquad'' <choices> Wake all of the NPCs squadmates if the NPC is woken
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*'''Enemy Filter''' ''enemyfilter'' <target_destination> Filter by which to filter potential enemies
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*'''Ignore unseen enemies''' ''ignoreunseenenemies'' <choices> Prefer visible enemies, regardless of distance or relationship priority
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*'''Physics Impact Damage Scale''' ''physdamagescale'' <float> Scales damage energy when this character is hit by a physics object. With a value of 0 the NPC will take no damage from physics.
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*'''Health''' ''npchealth'' <integer> Number of points of damage to take before dying. 0 means use default health.
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*'''Custom Name''' ''npcname'' <string> Name that will appear when your crosshair is on this npc. If left blank, it will display the classname of this npc.
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*'''Custom Model''' ''model'' <studio>
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*'''NPC Owner''' ''npcownerent'' <target_destination> Changes interactions between this ent and the chosen ent.
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*'''Team''' ''teamnumber'' <choices> Sets this NPC's team.  NPCs are agressive to everything not on their team.  Only has an effect if teamplay is enabled in your map.
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*'''Bounding Box Min''' ''CustomBounding1'' <string> Bounding Box Min Vector(three spaced numbers, no commas), the bottom most point of this NPCs bounding box. ( Do not use negative values! ) Custom Boundingbox which should encompass all hitboxes. Hitboxes not encompased will not be used.
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*'''Bounding Box Max''' ''CustomBounding2'' <string> Bounding Box Max Vector(three spaced numbers, no commas), the top most point of this NPCs bounding box. ( Do not use negative values! ) Custom Boundingbox which should encompass all hitboxes. Hitboxes not encompased will not be used.
  
 
== Flags ==
 
== Flags ==

Revision as of 18:43, 11 January 2012

Entity.png This Page contains informations about an Obsidian Conflict Entity, which means it is only availible for Obsidian Conflict or rather in that form it is explained.

Entity Description

This entity spawn an Alien Controller. It levitates and fly around the room, and their energy balls throwed a high speed can kill you in seconds, even if you have the energy of your suit at 100%.

NOTE: Although Obsidian Conflict have this entity by default without have to adding it in the .fgd, it doesnt incorporate the model, their sounds and sprites, so the only way to use it fully is have HL:S mounted.


For the people who want contribute to the mod: Find/make a HD model, new sounds and sprites in order to can add it to the mod for the players who doesnt have HL:S, like happened with the Gargantua and the Bullsquid.

Key values

  • Name targetname <target_source> The name that other entities refer to this entity by.
  • Pitch Yaw Roll (Y Z X) angles <angle> This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
  • Render FX renderfx <choices> Gives objects special render effects. Think of it as modifying whatever the Render Mode puts out. The options are as follows:
       0 = Normal
       1 = Slow Pulse
       2 = Fast Pulse
       3 = Slow Wide Pulse
       4 = Fast Wide Pulse
       5 = Slow Fade Away
       6 = Fast Fade Away
       7 = Slow Become Solid
       8 = Fast Become Solid
       9 = Slow Strobe
       10 = Fast Strobe
       11 = Faster Strobe
       12 = Slow Flicker
       13 = Fast Flicker
       14 = Constant Glow
       15 = Distort
       16 = Hologram (Distort and Fade)
  • Render Distance renderdist <integer> currently only useable in combination with Hologram RenderFX
  • Render Mode rendermode <choices> Used to set a non-standard rendering mode on this entity. See also 'FX Amount' and 'FX Color'. Controls the type of rendering that is used for an object. Options are:
       0 = Normal
       1 = Color
       2 = Texture
       3 = Glow
       4 = Solid
       5 = Additive
  • FX Amount (0 - 255) renderamt <integer> The FX amount is used by the selected Render Mode.
  • FX Color (R G B) rendercolor <color255> The FX color is used by the selected Render Mode.
  • Disable Receiving Shadows disablereceiveshadows <choices>
  • Damage Filter damagefilter <target_destination> Name of the filter entity that controls which entities can damage us.
  • Response Contexts ResponseContext <string> Response system context(s) for this entity. Format should be: 'key:value,key2:value2,etc'. When this entity speaks, the list of keys & values will be passed to the response rules system.
  • Disable shadows disableshadows <choices>
  • Target Path Corner target <target_destination> If set, the name of a path corner entity that this NPC will walk to, after spawning.
  • Squad Name squadname <string> NPCs that are in the same squad (i.e. have matching squad names) will share information about enemies, and will take turns attacking and covering each other.
  • Hint Group hintgroup <string> Hint groups are used by NPCs to restrict their hint-node searching to a subset of the map's hint nodes. Only hint nodes with matching hint group names will be considered by this NPC.
  • Hint Limit Nav hintlimiting <choices> Limits NPC to using specified hint group for navigation requests, but does not limit local navigation.
  • spawnflags spawnflags <flags>
  • Sleep State sleepstate <choices> Holds the NPC in stasis until specified condition. See also 'Wake Radius' and 'Wake Squad'.
  • Wake Radius wakeradius <float> Auto-wake if player within this distance
  • Wake Squad wakesquad <choices> Wake all of the NPCs squadmates if the NPC is woken
  • Enemy Filter enemyfilter <target_destination> Filter by which to filter potential enemies
  • Ignore unseen enemies ignoreunseenenemies <choices> Prefer visible enemies, regardless of distance or relationship priority
  • Physics Impact Damage Scale physdamagescale <float> Scales damage energy when this character is hit by a physics object. With a value of 0 the NPC will take no damage from physics.
  • Health npchealth <integer> Number of points of damage to take before dying. 0 means use default health.
  • Custom Name npcname <string> Name that will appear when your crosshair is on this npc. If left blank, it will display the classname of this npc.
  • Custom Model model <studio>
  • NPC Owner npcownerent <target_destination> Changes interactions between this ent and the chosen ent.
  • Team teamnumber <choices> Sets this NPC's team. NPCs are agressive to everything not on their team. Only has an effect if teamplay is enabled in your map.
  • Bounding Box Min CustomBounding1 <string> Bounding Box Min Vector(three spaced numbers, no commas), the bottom most point of this NPCs bounding box. ( Do not use negative values! ) Custom Boundingbox which should encompass all hitboxes. Hitboxes not encompased will not be used.
  • Bounding Box Max CustomBounding2 <string> Bounding Box Max Vector(three spaced numbers, no commas), the top most point of this NPCs bounding box. ( Do not use negative values! ) Custom Boundingbox which should encompass all hitboxes. Hitboxes not encompased will not be used.

Flags

  • WaitTillSeen (1)
  • Gag (2)
  • MonsterClip (4)
  • Prisoner (16)
  • WaitForScript (128)
  • Pre-Disaster (256)
  • Fade Corpse (512)