monster_apache #
New parameters #
Rotor volume
- configure rotor volume.
Skill variables #
- sk_apache_health - monster’s health.
Default classification #
Human Military
Soundscripts #
- Apache.Rotor - rotor sound during the flight. Must be looped.
- Apache.FireGun - firing a bullet.
- Apache.Crash - death sound. Derived from NPC.Crash
- Apache.RPG - rocket launch sound. Emitted from the rocket projectile.
Visuals #
- Apache.RocketModel - apacke rocket model.
- Apache.RocketTrail - apache rocket trailing beam.
- Apache.FallingSmoke - smokes produced while apache is falling.
- Apache.CrashSmoke - big smoke on crash.
- Apache.RocketSmoke - smoke when launching rocket.
- Apache.DamageSmoke - smoke indication of being damaged.
- Apache.Fireball - big fireball played when apache crashes.
- Apache.BlastCircle - wave played when apache crashes.
- Wreckage.Smoke - smokes played after the apache crashed.
Entity template examples #
The trace attack and take damage rules that emulate monster’s native ones. Could be used as a starting point for further changes.
The smoke behavior can’t be currently expressed via entity templates, so the standard behavior always stays as is.
{
"monster_apache": {
"trace_attack": [
{
"conditions": {
"hitgroup": 6,
"dmg_type": ["energybeam", "bullet", "club"]
},
"modifier": {
"skip_damage": true
}
},
{
"conditions": {
"dmg": "<=50",
"hitgroup": [1, 2],
"invert_hitgroup_check": true
},
"modifier": {
"skip_damage": true
},
"effects": {
"ricochet": {
"scale": 1.0,
"chance": 1.0
}
}
}
],
"take_damage": [
{
"conditions": {
"dmg_type": ["blast"]
},
"modifier": {
"dmg": "*2"
}
}
]
}
}