xen_tree #
Changes #
- This entity can play sound animation events. Use entity template with autoprecache_sounds enabled to precache such sounds.
- The trigger created by the Xen tree in order to “feel” the area in front of the tree is getting removed when the tree itself is removed (e.g. via the KillTarget).
Bugfixes #
- Going through the level transition and back and then attacking or touching the xen tree won’t crash the game anymore.
New parameters #
Custom model
New spawnflags #
Drop to Floor.
Non Solid.Go across changelevel- allow xen plant travel across level transition.
Soundscripts #
- XenTree.AttackHit - hitting someone. Derived from NPC.AttackHit
- XenTree.AttackMiss - attack miss. Derived from NPC.AttackMiss
Animation events #
1- find anyone in the impact zone and deal damage.
Entity template examples #
The trace hull attacks properties that emulate the tree’s native ones. Could be used as a starting point for further changes.
{
"monster_zombie": {
"trace_hull_attacks": {
"1": {
"punchangle": {
"pitch": 15
},
"knock": {
"forward": 100
}
}
}
}
}
"distance","hit_soundscript"and"miss_soundscript"properties currently don’t have effect on a xen tree attack.
Custom damage properties can be set via entity template’s trace_hull_attacks.
E.g. the following entity template lets the xen tree deal poison damage and make the hit target bleed.
{
"xen_tree": {
"trace_hull_attacks": {
"1": {
"damage_info": {
"damage": 25,
"type": ["poison"],
"type_policy": "add"
},
"spawn_blood": true
}
}
}
}