monster_gonome

monster_gonome #

Changes #

  • Restores health when eating.

Skill variables #

  • sk_gonome_health - monster’s health.
  • sk_gonome_dmg_one_slash - melee damage.
  • sk_gonome_dmg_guts - guts projectile damage.
  • sk_gonome_dmg_one_bite - mouth bite damage.

Default classification #

Alien Monster

Soundscripts #

  • Gonome.Idle - idle sounds.
  • Gonome.Alert - alert sounds.
  • Gonome.Pain - pain sounds.
  • Gonome.Die - death sounds.
  • Gonome.Bite - bite sounds on mouth attack.
  • Gonome.Melee1 - right arm melee attack.
  • Gonome.Melee2 - left arm melee attack.
  • Gonome.AttackHit - melee attack hit. Derived from NPC.AttackHit
  • Gonome.AttackMiss - melee attack miss. Derived from NPC.AttackMiss
  • Gonome.SpitTouch - one of the sounds played when the guts projectile hits something. Emitted from the guts projectile. Derived from NPC.SpitTouch
  • Gonome.SpitHit - one of the sounds played when the guts projectile hits something. Emitted from the guts projectile. Derived from NPC.SpitHit

Visuals #

  • Gonome.Guts - guts projectile visual.

Attacks #

  • Melee Attack 1 - melee, including bite attack.
  • Range Attack 1 - throw gonome guts.

Animation events #

  • 1 - trace hull attack with right arm. Deals sk_gonome_dmg_one_slash damage. Plays Gonome.AttackHit or Gonome.AttackMiss soundscripts.
  • 2 - trace hull attack with left arm. Deals sk_gonome_dmg_one_slash damage. Plays Gonome.AttackHit or Gonome.AttackMiss soundscripts.
  • 3 - create a gut projectile.
  • 4 - launch a gut projectile.
  • 19 - 22 - bite trace hull attack. Deal sk_gonome_dmg_one_bite damage per bite. Plays Gonome.Bite soundscript on hit.

Entity template examples #

The gonome model refers to nonexistent step sounds in animation events. Even if you provide the needed sounds in the mod resources, they still won’t play because they’re not precached in the code. Use this template to force precaching of step sounds.

{
    "monster_gonome": {
        "precached_sounds": ["gonome/gonome_step1.wav", "gonome/gonome_step2.wav", "gonome/gonome_step3.wav", "gonome/gonome_step4.wav"]
    }
}