monster_human_grunt_ally
#
Opposing Force human grunt.
Despite the
ally
part in the entity name, the monster can be made enemy to the player via custom classification in the entity parameters or entity template.
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_ally_health - monster’s health. If not defined, sk_hgrunt_health is used.
- sk_hgrunt_ally_kick - kick damage. If not defined, sk_hgrunt_kick is used.
- sk_hgrunt_ally_pellets - the number of shotgun pellets. If not defined, sk_hgrunt_pellets is used.
- sk_hgrunt_ally_gspeed - the grenade speed when it’s thrown. If not defined, sk_hgrunt_gspeed is used.
- sk_9mmAR_bullet - 9mmAR damage.
- sk_buckshot - shotgun pellet damage. If not defined, sk_plr_buckshot is used.
- sk_556_bullet - M249 damage. If not defined, sk_plr_556_bullet is used.
Default classification #
Player Ally Military
Soundscripts #
- HGruntAlly.Pain - pain sounds.
- HGruntAlly.Die - death sounds.
- HGruntAlly.CallMedic - call medic when low on health.
- HGruntAlly.Reload - reload sound. Derived from NPC.Reload
- HGruntAlly.9MM - burst MP5 shot. Derived from NPC.9MM
- HGruntAlly.GrenadeLaunch - MP5 grenade launch. Derived from NPC.GrenadeLaunch
- HGruntAlly.Shotgun - shotgun fire. Derived from NPC.Shotgun
- HGruntAlly.M249 - M249 fire. Derived from NPC.M249
- HGruntAlly.ReloadM249 - M249 reload.
Entity template examples #
The trace attack rules that emulate monster’s native ones. Could be used as a starting point for further changes.
Opposing Force human grunt model doesn’t actually have hitgroup 11. If you want to enable the helmet protection behavior, you must change the model and add a filter for the body group (so only helmet variations would have an additional protection) similarly to how it’s implemented in monster_human_grunt trace attack rules.
{
"monster_human_grunt_ally": {
"trace_attack": [
{
"conditions": {
"hitgroup": ["chest", "stomach"],
"dmg_type": ["bullet", "slash", "club"]
},
"modifier": {
"dmg": "*0.5"
}
},
{
"conditions": {
"dmg_type": ["bullet", "slash", "blast", "club"],
"hitgroup": 11
},
"modifier": {
"dmg": "-20",
"dmg_min_threshold": 0.01,
"hitgroup": "head"
},
"threshold_effects": {
"ricochet": {
"chance": 1.0,
"scale": 1
}
}
},
{
"conditions": {
"hitgroup": 11
},
"modifier": {
"hitgroup": "head"
}
}
]
}
}