monster_robogrunt

monster_robogrunt #

Robogrunts act mostly the same way as human grunts, but they don’t bleed and have 80% resistance to every types of damage besides explosion, shock, frost, acid and energy beam.

When die robogrunts play spark effects and explode after 2 seconds.

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.
  • sk_rgrunt_explode - after death explosion damage. If not defined, sk_plr_hand_grenade is used.

Default classification #

Machine

Soundscripts #

  • RGrunt.Die - death sound.
  • RGrunt.Pain - pain sound. Empty by default.
  • RGrunt.Spark - spark sound (when low on health or about to explode)
  • RGrunt.Reload - reload sound. Derived from NPC.Reload
  • RGrunt.9MM - burst MP5 shot. Derived from NPC.9MM
  • RGrunt.GrenadeLaunch - MP5 grenade launch. Derived from NPC.GrenadeLaunch
  • RGrunt.Shotgun - shotgun fire. Derived from NPC.Shotgun
  • RGrunt.Use - start following the ally player.
  • RGrunt.UnUse - stop following the ally player.

Entity template examples #

The trace attack and take damage rules that emulate monster’s native ones. Could be used as a starting point for further changes.

{
    "monster_robogrunt": {
        "trace_attack": [
            {
                "conditions": {
                    "dmg_type": ["energybeam", "crush", "blast", "shock", "freeze", "acid"],
                    "dmg_type_match": "none"
                },
                "effects": {
                    "ricochet": {
                        "chance": 0.1,
                        "scale": [1, 2],
                        "certain_on_new_frame": true
                    }
                }
            }
        ],
        "take_damage": [
            {
                "conditions": {
                    "dmg_type": ["energybeam", "crush", "blast"],
                    "dmg_type_match": "none"
                },
                "modifier": {
                    "dmg": "*0.2"
                }
            }
        ]
    }
}