monstermaker
monstermaker | |
---|---|
Type |
point |
Status |
supported |
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.