monster_human_torch_ally
#
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.
Skill variables #
- sk_torch_ally_health - monster’s health. If not defined, sk_hgrunt_health is used.
- sk_torch_ally_kick - kick damage. If not defined, sk_hgrunt_kick is used.
- sk_torch_ally_gspeed - the grenade speed when it’s thrown. If not defined, sk_hgrunt_ally_gspeed is used.
- sk_357_bullet - Desert Eagle bullet damage.
Default classification #
Player Ally Military
Soundscripts #
- TorchGrunt.Pain - pain sound. Derived from HGruntAlly.Pain
- TorchGrunt.Die - death sound. Derived from HGruntAlly.Die
- TorchGrunt.CallMedic - call medic when low on health. Derived from HGruntAlly.CallMedic
- TorchGrunt.DesertEagle - Desert Eagle fire. Derived from NPC.DesertEagle
- TorchGrunt.ReloadDesertEagle - Desert Eagle reload. Derived from NPC.ReloadDesertEagle
Visuals #
- TorchGrunt.Beam - the torch beam.
- TorchGrunt.DynLight - the dynamic light played during the cutting sequence.
- TorchGrunt.EntLight - entity light played during the cutting sequence.
Entity template examples #
Uses same rules as monster_human_grunt_ally, but also has a special rule for hitgroup 8 (the tank) which is currently not configurable.