monster_male_assassin

monster_male_assassin #

Changes #

  • When male assassin checks for friendly fire he takes into account all allies, not only those who are in the same squad as him.

Skill variables #

  • sk_massassin_health - monster’s health. If not defined, sk_hgrunt_health is used.
  • sk_massassin_kick - kick damage. If not defined, sk_hgrunt_kick is used.
  • sk_massassin_gspeed - the grenade speed when it’s thrown. If not defined, sk_hgrunt_gspeed is used.

Default classification #

Human Military or Blackops if blackops_classify server feature is enabled.

Soundscripts #

  • Massn.Pain - pain sounds. Empty by default.
  • Massn.Die - death sounds. Empty by default.
  • Massn.Reload - reload sound. Derived from NPC.Reload
  • Massn.9MM - burst MP5 shot. Derived from NPC.9MM
  • Massn.GrenadeLaunch - MP5 grenade launch. Derived from NPC.GrenadeLaunch
  • Massn.Sniper - sniperrifle fire. Derived from NPC.Sniper

Attacks #

Same as monster_human_grunt.

Animation events #

Same as monster_human_grunt, but deals sk_massassin_kick damage on kick event.

Bugfixes #

  • Opposing Force male assassin model didn’t set proper hitgroups for hitboxes (which prevented taking the increased headshot damage). The sample mod has the hitgroups fixed. If you use custom models, make sure the proper hitgroups are set for hitboxes.