monster_gargantua #
Skill variables #
- sk_gargantua_health - monster’s health.
- sk_gargantua_dmg_slash - melee damage.
- sk_gargantua_dmg_fire - fire damage (per 0.1 seconds).
- sk_gargantua_dmg_stomp - stomp damage (per 0.1 seconds).
Default classification #
Gargantua
Soundscripts #
- Garg.Stomp - stomp projectile sound. Must be looped. Emitted from stomp projectile.
- Garg.AttackHit - melee attack hit. Derived from NPC.AttackHit with decreased pitch.
- Garg.AttackMiss - melee attack miss. Derived from NPC.AttackMiss with decreased pitch.
- Garg.BeamAttackOn - flame on sound.
- Garg.BeamAttackRun - flame run sound. Expected to be looped.
- Garg.BeamAttackOff - flame off sound.
- Garg.Footstep - footstep sound.
- Garg.Idle - idle sound.
- Garg.Alert - alert sound.
- Garg.Pain - pain sound.
- Garg.Attack - flame attack sound.
- Garg.StompSound - stomp launch sound.
- Garg.Breath - played on the event 6 in some idle sequences.
Visuals #
- Garg.Eye - eye sprite. Note: as brightness of the eye dynamically changes, the alpha of the visual means the maximum brightness.
- Garg.FlameWide - wider part of the flame (reddish by default).
- Garg.FlameNarrow - narrower part of the flame (bluish by default).
- Garg.FlameLight - entity light emitted on each flame update.
- Garg.Stomp - sprites emitted by the stomp attack.
Shared visuals:
- Garg.FlameBase - alpha and beam scrollrate used by Garg.FlameBig and Garg.FlameSmall.
Attacks #
- Melee Attack 1 - melee.
- Melee Attack 2 - flames.
- Range Attack 1 - stomp.
Animation events #
1
- trace hull attack with right arm. Deals sk_gargantua_dmg_slash damage. Plays Garg.AttackHit or Garg.AttackMiss soundscripts.3
and4
- play Garg.Footstep soundscript and shake effect.5
- create a stomp projectile. Play Garg.StompSound soundscript.6
- play Garg.Breath soundscript.
Entity template examples #
Gargantua in Opposing Force has an increased size to handle the impact from zero-sized projectiles (e.g. shock_beam) properly. This however doesn’t let Gargantua to go through some passages because of the increased height.
{
"monster_gargantua": {
"size": {
"mins": [-40, -40, 0],
"maxs": [40, 40, 214]
}
}
}
The trace attack and take damage rules that emulate monster’s native ones. Could be used as a starting point for further changes.
{
"monster_gargantua": {
"trace_attack": [
{
"conditions": {
"dmg_type": ["energybeam", "crush", "blast"],
"dmg_type_match": "none"
},
"modifier": {
"dmg": "=0"
},
"effects": {
"ricochet": {
"chance": 0.2,
"scale": [0.5, 1.5],
"certain_on_new_frame": true
}
}
}
],
"take_damage": [
{
"conditions": {
"dmg_type": ["energybeam", "crush", "blast"],
"dmg_type_match": "none"
},
"modifier": {
"dmg": "*0.01"
}
}
]
}
}
The check melee rules and trace hull attacks properties that emulate monster’s native ones. Could be used as a starting point for further changes.
{
"monster_gargantua": {
"check_melee_attack1": {
"distance": 80,
"dot": 0.7
},
"check_melee_attack2": {
"distance": 330,
"dot": 0.8
},
"trace_hull_attacks": {
"1": {
"distance": 90,
"height": 64,
"punchangle": {
"pitch": -30,
"yaw": -30,
"roll": 30
},
"knock": {
"right": -100
}
}
}
}
}