monstermaker
Used to spawn monsters. Very limited. Use squadmaker instead for better results and more control.
1 Keyvalues
"Target On Release", target: Targets which are fired whenever a monster is spawned.
"Monster Type", monstertype : Set the classname of the monster, weapon, item, ammunition or whatever else may be spawned by squadmaker's without working incorrectly here. Click HERE for the list of monsters.
"Childrens' Name", netname : If set, everything that is spawned by this squadmaker will receive this as its targetname.
"Monster count", monstercount : Total amount of monsters which can be spawned by this squadmaker. If this value runs, the squadmaker won't spawn anything anymore. Setting this to '-1' means an endless supply.
"Make Player Allys", respawn_as_playerally: Set whether the spawned monster is an ally or a foe of the players.
"Delay between spawns", delay : Delay, in seconds, between spawns.
"Max live children", m_imaxlivechildren : Maximum amount of spawns by this squadmaker which may exist at a time. Note that for monsters, they will be counted as a live child till their corpse has faded out.
"Custom Health", health : If set, this will overwrite the monster's default health value managed by the skill configuration.
"Path Name", path_name : Name of first path_waypoint to go to.
"Goal Entity:", goal_ent : Deprecated.
2 Flags
1: "Start on": The squadmaker will start on and start spawning as soon as the map loads.
4: "Cyclic": Changes the squadmaker's toggle-behaviour to a single-fire-behaviour. With this flag set, the entity will spawn one time every time it is fired.
8: "Monster clip": Monsters spawned by a squadmaker with this flag set will be blocked by the func_monsterclip brush entity.
1024: "No respawn (Collectibles)": If the spawned entity is a weapon, an item or ammunition, it won't respawn after being collected when this flag is set.
3 Changes
5.0 Steam Release: Added 'Path Name' keyvalue.