monster_alien_grunt

monster_alien_grunt #

TWHL

Changes #

  • Restores health when eating.
  • Hitting the alien grunt’s head now counts as a headshot (in original Half-Life it counts as regular shot). The damage multiplier is still lower than the one from skill.cfg in order to not break a balance much.

Skill variables #

Default classification #

Alien Military

Soundscripts #

  • AlienGrunt.Idle - idle speaking sounds. Alien grunts speak phrases consisting of short words.
  • AlienGrunt.Alert - alert sounds.
  • AlienGrunt.Pain - pain sounds.
  • AlienGrunt.Die - death sounds.
  • AlienGrunt.Attack - played on melee attack.
  • AlienGrunt.LeftFoot - left footstep.
  • AlienGrunt.RightFoot - right footstep.
  • AlienGrunt.Fire - firing a hornet.
  • AlienGrunt.AttackHit - melee attack hit. Derived from NPC.AttackHit
  • AlienGrunt.AttackMiss - melee attack miss. Derived from NPC.AttackMiss
  • AlienGrunt.Use - start following the ally player. Derived from AlienGrunt.Idle
  • AlienGrunt.UnUse - stop following the ally player. Derived from AlienGrunt.Alert
  • hornet soundscripts.

Visuals #

  • AlienGrunt.MuzzleFlash - temporary flash sprite played when firing a hornet.
  • hornet visuals.

Attacks #

  • Melee Attack 1 - melee.
  • Range Attack 1 - fire hornets.

Animation events #

  • 1 - 5 - spawn a hornet projectile, with AlienGrunt.MuzzleFlash visual and AlienGrunt.Fire soundscript.
  • 10 - play AlienGrunt.LeftFoot soundscript.
  • 11 - play AlienGrunt.RightFoot soundscript.
  • 12 - trace hull attack with left arm. Deals sk_agrunt_dmg_punch damage. Plays AlienGrunt.AttackHit or AlienGrunt.AttackMiss soundscripts.
  • 13 - trace hull attack with right arm. Deals sk_agrunt_dmg_punch damage. Plays AlienGrunt.AttackHit or AlienGrunt.AttackMiss soundscripts.

In Half-Life alien grunts can’t open doors.

{
    "monster_alien_grunt": {
        "open_door_capability": true
    }
}

In order to make this work correctly some adjustments to the model are needed:

  • For events with id 6 change the id to 2 - for proper number of shots fired during the animation.
  • For events with id 3 change the id to 12 or 13 - for proper melee attacks.
{
    "cyberfranklin": {
        "own_visual": {
            "model": "models/franklin2.mdl"
        },
        "health": 600,
        "blood": "red",
        "field_of_view": -1,
        "size": "human",
        "collision_box": "human",
        "soundscripts": {
            "AlienGrunt.Idle": {
                "waves": []
            },
            "AlienGrunt.Alert": {
                "waves": ["franklin/alert1.wav"]
            },
            "AlienGrunt.Attack": {
                "waves": ["franklin/attack1.wav"]
            },
            "AlienGrunt.Pain": {
                "waves": ["franklin/pain1.wav", "franklin/pain2.wav"]
            },
            "AlienGrunt.Die": {
                "waves": ["franklin/death1.wav", "franklin/death2.wav", "franklin/death3.wav"]
            },
        },
        "precached_sounds": ["franklin/franklin_step.wav", "player/pl_tile1.wav"]
    }
}