Monsters
Monsters are NPC's you can fight/interact with. Every monster is assigned to it's class (that you can customize). In Sven Co-op monsters are highly customizable. It's recommended to use squadmaker entity, instead of placing monster in you map directly (for better performance, when a lot of monsters are spawned at map start, the map can gets laggy. Try to place as few monsters as possible, every other monster spawn with squadmaker during gameplay). However you can use this list to learn more about monsters and their keyvalues.
- monster_generic
- monster_alien_babyvoltigore
- monster_alien_controller
- monster_alien_grunt
- monster_alien_slave
- monster_alien_tor
- monster_alien_voltigore
- monster_apache
- monster_assassin_repel
- monster_babycrab
- monster_babygarg
- monster_barnacle
- monster_barney
- monster_bigmomma
- monster_blkop_osprey
- monster_blkop_apache
- monster_bodyguard
- monster_bullchicken
- monster_chumtoad
- monster_cleansuit_scientist
- monster_cockroach
- monster_gargantua
1 Keyvalues
Classification : classify
Set the classification of the spawned monster. Think of how even though zombies and human grunts, by default, both are the players' enemies, yet have a dislike for and attack each other as well. This relation is created through the respective classes of the two monster types. For a complete table of how different classes react to each other, see monster class relation table.
Is not revivable : is_not_revivable
If set to 'Yes', the monster cannot be revived by player's weapon_medkit or other allied monsters.
Trigger Condition : TriggerCondition
Choose trigger condition for this monster. When condition is met, the "Trigger Condition Target" is fired. Conditions to use:
- See Player, Mad at Player: When enemy player is seen by monster, or player became an enemy of this monster.
- Take Damage: When damage is taken, no matter if it's ally, enemy or trigger.
- 50% Health Remaining: When monster health drops to 50% or below.
- Death: When monster dies.
- Hear Player: When monster hear a player for the first time, his footsteps or weapons. Note that crouching makes player harder to hear, just like some quiter weapons are harder to heard by monsters. Allies might ignore hearing player when they are moving behind monster's back, but still this trigger will fire when monster saw player.
- Hear Combat: When monster hear combat sounds like weapon shooting.
- See Player, Unconditional: When monster see a player for the first time.
- See Player, Not in Combat: When monster see a player for the first time,but it's not in combat of any kind. When player attack a monster before monster even saw him, the trigger will fire.
Trigger Condition Target : TriggerTarget
Entity to fire when the above condition becomes true.
Body : body
This will set which body to use. Body's are different submodels/appearances in model files. Think of the different scientists. Not all models do have multiple body's. '-1' means random.
Skin : skin
Monster's model skin to use, if model have multiple skins.
Is Player Ally : is_player_ally
Set whether the spawned monster is an ally or a foe of the players. Note that for monster_scientist and monster_barney 'Yes' means 'No' and 'No' means 'Yes'. This is because they are friendly in Half-Life Single Player by default and this option was added in later and not updated for scientist and barney in order to provide backwards compatibility.
In-game Name : displayname
If set, this will overwrite the monster's default in-game name, which appears in the HUD monsterinfo, which can be enabled/disabled using the CVar 'mp_allowmonsterinfo'. You can use \n
here to perform a line-break.
Blood Color : bloodcolor
Allows you to customize the monster's blood color (or disable it).
Custom Health : health
If set, this will overwrite the monster's default health value managed by the skill configuration. Note that when the health value is set very high such that the value overflows, the monster will be treated as invincible.
Custom Model : model
If set, this will overwrite the monster's default model.
Custom Min Hullsize (X Y Z) : minhullsize
If set, this will overwrite the monster's default minimum hullsize. Minimum and maximum hullsize form a solid cuboid which define the monster's collision hull. Think of them as two span-vectors originating from the monster's origin.
Custom Max Hullsize (X Y Z) : maxhullsize
If set, this will overwrite the monster's default maximum hullsize. Minimum and maximum hullsize form a solid cuboid which define the monster's collision hull. Think of them as two span-vectors originating from the monster's origin.
Sound Replacement File : soundlist
Set the path to a sound replacement file for the spawned monsters. The path begins in 'svencoop/sound/mapname', whereas 'mapname' would be your map's name. You can go to the parent directory using '../'. A valid sound replacement file contains one or more lines with two sound-paths, which are separated by a space and wrapped into quotes. The first sound is the sound to be replaced. The second sound is the new sound. Sound-paths start in the sound directory. You cannot go to the parent directory using '../' in that case. These sounds are automatically precached.
Monster Roaming (nodes) : freeroam
Set whether monsters spawned by this squadmaker use nodes to freeroam and find their way or don't use nodes at all.
Path Name : path_name
Name of first path_waypoint to go to.
Entity To Guard : guard_ent
Targetname of an entity that this monster should guard. If set, the monster will try to follow and protect (attack its attackers) the given entity.
Squad Name : netname
Name of a squad for this monster to be part of. Monsters which share the same squadname/are in the same squad, will attempt to stay together and follow their squad's leader (monster with "SquadLeader" flag).
Use Sentence : UseSentence
Name of sentence to play. Doesn't work when "Pre-Disaster" flag is selected. Handles sound file. To use sound file write '+' symbol and then filename with path (e.g. if you want to set file located in "svencoop/sound/mymap/bell1.wav", type '+mymap/bell1.wav'. Remember that you need to precache this sound! To do this, place custom_precache, and in the any 'sound' keyvalue write 'mymap/bell1.wav'.
Un-Use Sentence : UnUseSentence
The same as above, but it is playing when player Un-use monster (stop following command). Remember to precache sound file if specified (like above).
Weapons, Secondary Weapon : weapons
Heads : head:Some monster can have their head choosen from dropdown list.