monster_human_grunt #
Changes #
- When human grunt checks for friendly fire he takes into account all allies, not only those who are in the same squad as him.
Skill variables #
- sk_hgrunt_health - monster’s health.
- sk_hgrunt_kick - kick damage.
- sk_hgrunt_pellets - the number of shotgun pellets.
- sk_hgrunt_gspeed - the grenade speed when it’s thrown.
- sk_9mmAR_bullet - 9mmAR damage.
- sk_buckshot - shotgun pellet damage. If not defined, sk_plr_buckshot is used.
Default classification #
Human Military
Soundscripts #
- HGrunt.Pain - pain sounds.
- HGrunt.Die - death sounds.
- HGrunt.Reload - reload sound. Derived from NPC.Reload
- HGrunt.9MM - burst MP5 shot. Derived from NPC.9MM
- HGrunt.GrenadeLaunch - MP5 grenade launch. Derived from NPC.GrenadeLaunch
- HGrunt.Shotgun - shotgun fire. Derived from NPC.Shotgun
- HGrunt.Use - start following the ally player.
- HGrunt.UnUse - stop following the ally player.
Attacks #
- Melee Attack 1 - melee (kick).
- Range Attack 1 - primary weapon (MP5 or shotgun).
- Range Attack 2 - throw grenade or launch AR grenade.
Animation events #
2
- reload the weapon clip.3
- kick trace hull attack. Deals sk_hgrunt_kick damage.4
- first fire from the primary weapon. Play a weapon fire soundscript (depends on the equipped weapon).5
- second fire from the primary weapon (only MP5).6
- third fire from the primary weapon (only MP5).7
- throw a timed grenade.8
- launch a contact grenade.9
- drop a timed grenade.10
- talk about found enemy that previously has eluded the squad.11
- drop a weapon (on death).
Entity template examples #
The trace attack rules that emulate monster’s native ones. Could be used as a starting point for further changes.
Hitgroup 11 is always getting changed to the head hitgroup, but the resistance is applied only with helmet submodel, thus it has two trace attack rules.
{
"monster_human_grunt": {
"trace_attack": [
{
"conditions": {
"dmg_type": ["bullet", "slash", "blast", "club"],
"hitgroup": 11,
"self": {
"body": {
"bodygroup": 1,
"submodel": 0
}
}
},
"modifier": {
"dmg": "-20",
"dmg_min_threshold": 0.01,
"hitgroup": "head"
},
"threshold_effects": {
"ricochet": {
"chance": 1.0,
"scale": 1
}
}
},
{
"conditions": {
"hitgroup": 11
},
"modifier": {
"hitgroup": "head"
}
}
]
}
}