monster_zombie #
Changes #
- Unlike original Half-Life, zombies don’t have resistance against Tau-Cannon and tank guns anymore. This is believed to be wrong coding by Valve as zombies lack resistance against bullets from other weapons.
Skill variables #
- sk_zombie_health - monster’s health.
- sk_zombie_dmg_one_slash - one arm damage.
- sk_zombie_dmg_both_slash - two arms damage.
Default classification #
Alien Monster
Default display name #
Zombie
Soundscripts #
- Zombie.Idle - idle sounds.
- Zombie.Alert - alert sounds.
- Zombie.Pain - pain sounds.
- Zombie.Die - death sounds. Empty by default.
- Zombie.Attack - plays occasionally on the slash attack.
- Zombie.AttackHit - melee attack hit. Derived from NPC.AttackHit
- Zombie.AttackMiss - melee attack miss. Derived from NPC.AttackMiss
- Zombie.Use - start following the ally player. Derived from Zombie.Idle
- Zombie.UnUse - stop following the ally player. Derived from Zombie.Alert.
Attacks #
- Melee Attack 1 - melee.
Animation events #
1- trace hull attack with right arm. Deals sk_zombie_dmg_one_slash damage. Plays Zombie.AttackHit or Zombie.AttackMiss. Plays Zombie.Attack with 50% chance (configurable via the"soundscript_chance").2- trace hull attack with left arm. Deals sk_zombie_dmg_one_slash damage. Plays Zombie.AttackHit or Zombie.AttackMiss. Plays Zombie.Attack with 50% chance (configurable via the"soundscript_chance").3- trace hull attack with both arms. Deals sk_zombie_dmg_both_slash damage. Plays Zombie.AttackHit or Zombie.AttackMiss. Plays Zombie.Attack with 50% chance (configurable via the"soundscript_chance").
Entity template examples #
The check melee rules and trace hull attacks properties that emulate monster’s native ones. Could be used as a starting point for further changes.
{
"monster_zombie": {
"check_melee_attack1": {
"distance": 64,
"dot": 0.7
},
"trace_hull_attacks": {
"1": {
"distance": 70,
"punchangle": {
"pitch": 5,
"roll": -18
},
"knock": {
"right": -100
},
"soundscript_chance": 0.5
},
"2": {
"distance": 70,
"punchangle": {
"pitch": 5,
"roll": 18
},
"knock": {
"right": 100
},
"soundscript_chance": 0.5
},
"3": {
"distance": 70,
"punchangle": {
"pitch": 5
},
"knock": {
"forward": -100
},
"soundscript_chance": 0.5
}
}
}
}
Zombified assassins from Delta Paricles that are cloaked while moving.
{
"zombie_assassin": {
"own_visual": {
"model": "models/zombie_assassin.mdl"
},
"cloaking": {
"ability": true,
"opacity": [150, 150, 70],
"cloak_when": ["moving"],
"cloak_speed": 255
},
"soundscripts": {
"Cloaking.Start": {
"waves": ["debris/beamstart1.wav"],
"volume": 0.2
}
}
}
}
Zombie who bleeds in yellow from a head (headcrab) and red from other parts.
{
"monster_zombie": {
"gib_visual": {
"model": "models/agibs.mdl"
},
"blood": {
"color": "red",
"by_hitgroup": [
{
"hitgroup": "head",
"color": "yellow"
}
]
}
}
}
The gib disposition that mixes human and alien gibs.
{
"monster_zombie": {
"gib_disposition": [
{
"count": 1,
"visual": {
"model": "models/hgibs.mdl"
},
"body": 0,
"position": "head",
"fly_away": "random",
"throw_at_player_chance": 0.05,
"blood": "red"
},
{
"count": 2
},
{
"count": 2,
"visual": {
"model": "models/hgibs.mdl"
},
"min_body": 1,
"max_body": 6,
"blood": "red"
}
]
}
}