monster_alien_grunt #
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 #
- sk_agrunt_health - monster’s health.
- sk_agrunt_dmg_punch - melee damage.
- hornet 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"]
}
}