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Monsters
This page describes new implemented monsters and new features of original monsters (comparing to Half-Life). If some original Half-Life monster is not listed that means it does not have any behavioral changes or new features outside of common ones.
- After battle, in alert state, monsters try to freeroam and investigate danger sounds if
npc_active_after_combat
is set. - Monsters tend to forget enemies after some period of time if
npc_forget_enemy_time
is set. - When look for cover from danger, monsters will try to run away if could not find a cover.
Connections now are linked through the closed doors, func_wall_toggle
and func_monsterclip
during the node graph building. Monsters still dynamically detect if they can use the connection in the route. E.g. monsters that don't have Monsterclip
flag don't consider func_monsterclip
as obstacle. func_wall_toggle
is ignored when it's turned off.
- Health, relationship class, blood color, monster model and its gibs model can be customized in map editor.
- Customizable hull size.
-
New parameter
Is Player Ally
inverts monster relationship with player. -
New parameter
In-game name
to set a custom display name. -
New parameter
Monster Roaming
to make monsters free roam on nodes. -
New flag
Don't Drop Gun
to disable weapon and item dropping upon death (applicable to monsters who drop a gun). - New flag
Non-solid corpse
that makes monster's model non-solid upon dying (useful if you want to prevent blocking doors or pushables by dead bodies). - New parameter
Trigger Alternative Condition
. Additional condition to fire a Trigger Target. - Repel spawners (human grunts and male assassins when they come down with a rope) have options to configure the spawned monster similar to monstermaker.
- New parameter
Custom Sound Mask
to configure what sounds monster regards. - Monsters can correctly patrol on path_corners now (the feature was unfinished in Half-Life) and use wait times specified in path_corners.
-
impulse 103
(Report AI state) is much more informative now. - New parameter
Custom Field Of View
to configure the monster's field of view.
- When squad member dies while not being in combat others go into the hunt state searching the area for the attacker.
- When squad leader dies the new one is selected to prevent squad dissolving upon leader's death.
- Many monsters who are by default player's enemies can be used to follow a player when set to be a player ally (similar to scientists and security guards in Half-Life).
- Ally monsters can be 'locked' by master, so they decline following even if they are not pre-disaster.
- Opposing Force soldiers following the player will attack player's attacker.
- New flag
Ignore player pushing
to make monster ignore player's attempts to push them.
Talkmonsters are monsters who talk to each other and a player and can follow the player upon using. This includes allies from Half-Life and Opposing Force.
-
New parameter
Suspicious
to make a monster pre-provoked towards the player. -
New parameter
Refusal Sentence
to substitute the default decline following sentence (when player uses a pre-disaster monster) - New parameter
Tolerance level
to configure how easily monster gets provoked by player hits. - New flag
Don't greet player
that prevents a monster saying hello to the player. - New flag
Don't idle talk to player
to disallow idle speaking to the player. - If monster does not have a question sentence group or it's missing from sentences.txt, the monster will not try to start a conversation with other friend. In Half-Life talkmonsters could start conversations even in the absence of question sentences that led to weird situations when other monster answered to unspoken questions.
- Black Mesa Personnel
- Xen creatures
- HECU Military
- Robots and machines
- Blackops
- Race X
- Dead monster corpses
- Generic monsters
- Can heal allies, e.g. security guards or other scientists (originally scientists healed only players).
- Healing now plays a medshot sound.
- New flag
Don't stop following
used to prevent a scientist from stopping following a player if he could not find a path to the player at some point. - New skill value sk_scientist_heal_time allows to configure a delay before scientist can heal again.
- Now just runs away from enemy if can't cover from enemy.
- Scientists now correctly play a death sound instead of silently dying.
- New flag
Don't drop to the floor
allows to make scientist sit at the same position as they do in the level editor.
- New parameter 'Gun state' allowing to spawn a security guard with gun drawn.
- Checks for friendly fire when shooting.
- Now use alert sentences (BA_ATTACK) when encountering enemy.
Behaves the same way as scientist, but can't heal allies.
Security guard equipped with desert eagle. Has the same behavioral changes as a regular security guard.
Construction worker in orange suit, using gus.mdl
model and scientist sentences. Compatible with Cleaner's Adventures.
- New skill value sk_barnacle_health allows to configure barnacle's health.
- Spit projectile precision depends on difficulty level.
- Can spit an alternative projectile - the slow poisonous ball. This feature can be disabled in compile-time.
- Restores health when eating.
- Squad leader can play
leaderlook
animation (a feature missing in Half-Life). - Shut their eyes when sleeping.
- Like a bullsquid, seeks for something tasty to eat.
- Restores health when eating.
- New flag
Start sleeping
to put houndeyes to sleep at the start without a need for scripted_sequence.
Alien slaves got many new features. All of them can be disabled at compile-time.
- Restores some bits of its health upon damaging targets with electro-attack.
- When full on health vortigaunt gains an additional energy upon electrocuting enemies. The energy is used to execute new abilities.
- Can revive fallen ally alien slaves using an excess energy. Unlike Sven Co-op implementation it does not halve the maximum vortigaunt health. Instead vortigaunt can be revived only once.
- Can heal injured ally alien slaves spending an excess energy.
- New ability: a coil attack.
- Vortigaunt's arms are glowing upon charging an electro attack.
- When a vortigaunt has an excess energy, his claws deal more damage (claws are glowing at the time of melee attack).
- When idle, plays some additional effects like random lightning (a feature cut from Half-Life).
- New skill value sk_islave_zap_rate allows to configure the rate of vortigaunt zap attack.
- If player is ally, vortigaunt can charge player's suit armor (requires energy) kinda like in Half-Life 2.
- Restores health when eating.
- Hitting the alien grunt's head now counts as a headshot (fixed a bug of original Half-Life). The damage multiplier is still lower than the one from skill.cfg in order to not break a balance much.
A smaller version of Gargantua monster.
-
No Babycrabs
flag to disable babycrabs spawn. -
Monsterclip Babycrabs
flag to applyMonsterclip
flag to children. - Fixed a bug when dead Big Momma could produce pain sounds when her corpse is hit.
- Restores health when eating.
- When human grunt checks for friendly fire he takes into account all allies, not only those who are in the same squad as him.
- New parameter
Rotor volume
to configure rotor volume.
- New parameter
Rotor volume
to configure rotor volume. -
New parameter
Grunt Type
to allow deploying Opposing Force grunts instead of Half-Life ones. - New flag
No deploy, just fly
to make osprey not care about grunt deploying and just fly on specified path. Such osprey does not skip path corners with low speed like the default one does to find the deploy point. -
Number of grunts
parameter to override the maximum number of grunts deployed at once. -
Sound attenuation
parameter to configure rotor sound radius.
- When human grunt checks for friendly fire he takes into account all allies, not only those who are in the same squad as him.
- Has same improvements as opfor human grunt.
- Has same improvements as opfor human grunt.
- Besides healing ally soldiers, can also heal ally scientists and security guards.
-
Death
and50% Health Remaining
trigger conditions now work for turrets.
- When assassin checks for friendly fire he takes into account all allies, not only those who are in the same squad as him.
- Male assassins with sniperrifles are capable of shooting from a longer range than regular ones. Also upon making a shot the model gets lighten up for a short period of time to help player track the sniper on dark maps.
- New parameter
Rotor volume
to configure rotor volume.
- New parameter
Rotor volume
to configure rotor volume. - New flag
No deploy, just fly
- same as for regular osprey.
- Restores health when eating.
- Fixed melee attack damage - in Opposing Force primary and secondary melee attack damage was mixed up.
- When spawning via monstermaker, pitdrone always spawns with spikes loaded. In Opposing Force pitdrones spawned without spikes and unable to reload.
- Restores health when eating.
- Does not stop range attack when enemy hides behind a cover to prevent abusing the interruption of long animation.
Self-explanatory list of new entities:
- monster_cleansuit_scientist_dead
- monster_otis_dead
- monster_alien_grunt_dead
- monster_alien_slave_dead
- monster_houndeye_dead
- monster_male_assassin_dead
- monster_human_grunt_ally_dead
- monster_human_medic_ally_dead
- monster_human_torch_ally_dead
- monster_zombie_dead
- monster_zombie_barney_dead
- monster_zombie_soldier_dead
- monster_gonome_dead
- monster_pitdrone_dead
- monster_shocktrooper_dead
- monster_skeleton_dead
-
New flag
Head controller
to allow turnable head.
Generic dead monster with custom model and configurable pose