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"
}
}
]
}
}