monster_alien_controller #
Bugfixes #
- Fixed alien controller resetting its facing in the idle state.
Skill variables #
- sk_controller_health - monster’s health.
- sk_controller_dmgzap - the head energy ball projectile damage.
- sk_controller_dmgball - the energy ball projectile damage.
- sk_controller_speedball - the energy ball movement speed.
Default classification #
Alien Military
Soundscripts #
- Controller.Idle - idle sounds.
- Controller.Alert - alert sounds.
- Controller.Pain - pain sounds.
- Controller.Die - death sounds.
- Controller.Attack - firing an energy ball.
- Controller.HeadElectro - when the head ball hits the enemy. Emitted from the projectile.
- Controller.ZapElectro - when the energy ball hits the enemy. Emitted from the projectile.
Visuals #
- Controller.EnergyBall - energy balls attached to arms of the controller.
- Controller.HeadOpenLight - entity light emitted when the controller’s head gets open before the headball attack.
- Controller.HeadShootLight - entity light emitted when a controller shoots its headball projectile.
- Controller.EnergyBallLight - entity light emitted from the controller’s arms when it changes/resets its energy ball brightness.
- Controller.ZapBall - energy balls coming from arms.
- Controller.HeadBall - big energy ball from the controller’s head.
- Controller.HeadBallBeam - a temporary beam produced when the headball hits the target.
- Controller.HeadBallLight - entity light emitted from the headball as it travels.
Shared visuals:
- Controller.EnergyBallBase - sprite, color and alpha shared by Controller.EnergyBall, Controller.HeadBall and Controller.ZapBall.
- Controller.EnergyBallLightBase - color shared by Controller.HeadOpenLight, Controller.HeadShootLight and Controller.EnergyBallLight.
Notes:
- Controller.ZapBall customizations are also applied to projectiles spawned by env_energy_ball_trap.
Attacks #
- Range Attack 1 - fire energy balls from arms.
- Range Attack 2 - fire energy balls from head.
Animation events #
1
- make entity light with Controller.HeadOpenLight visuals.2
- fire a head energy ball, make entity light with Controller.HeadShootLight visuals.3
- start firing energy balls. The option should be an integer number. This number is divided by 15 to calculate the end fire time. Plays Controller.Attack soundscript.4
- set energy balls target brightness to 255. The option is an integer number which shows how fast the current brightness should approach the target.5
- set energy balls target brightness to 192. The option is an integer number which shows how fast the current brightness should approach the target.