monster_ssithra
/*QUAKED monster_ssithra (1 .5 0) (-16 -16 -32) (16 16 26) AMBUSH ASLEEP 4 Namor Spin ToughGuy Clothed FIXED WANDER MELEE_LEAD STALK COWARD EXTRA1 EXTRA2 EXTRA3 EXTRA4

The plague ssithra 

AMBUSH - Will not be woken up by other monsters or shots from player

ASLEEP - will not appear until triggered

WALKING- Use WANDER instead

WANDER - Monster will wander around aimlessly (but follows buoys)

MELEE_LEAD - Monster will tryto cut you off when you're running and fighting him, works well if there are a few monsters in a group, half doing this, half not

STALK - Monster will only approach and attack from behind- if you're facing the monster it will just stand there.  Once the monster takes pain, however, it will stop this behaviour and attack normally

COWARD - Monster starts off in flee mode- runs away from you when woken up

"homebuoy" - monsters will head to this buoy if they don't have an enemy ("homebuoy" should be targetname of the buoy you want them to go to)

"wakeup_target" - monsters will fire this target the first time it wakes up (only once)

"pain_target" - monsters will fire this target the first time it gets hurt (only once)

mintel - monster intelligence- this basically tells a monster how many buoys away an enemy has to be for it to give up.

melee_range - How close the player has to be, maximum, for the monster to go into melee.  If this is zero, the monster will never melee.  If it is negative, the monster will try to keep this distance from the player.  If the monster has a backup, he'll use it if too clode, otherwise, a negative value here means the monster will just stop running at the player at this distance.
    Examples:
        melee_range = 60 - monster will start swinging it player is closer than 60
        melee_range = 0 - monster will never do a mele attack
        melee_range = -100 - monster will never do a melee attack and will back away (if it has that ability) when player gets too close

missile_range - Maximum distance the player can be from the monster to be allowed to use it's ranged attack.

min_missile_range - Minimum distance the player can be from the monster to be allowed to use it's ranged attack.

bypass_missile_chance - Chance that a monster will NOT fire it's ranged attack, even when it has a clear shot.  This, in effect, will make the monster come in more often than hang back and fire.  A percentage (0 = always fire/never close in, 100 = never fire/always close in).- must be whole number

jump_chance - every time the monster has the opportunity to jump, what is the chance (out of 100) that he will... (100 = jump every time)- must be whole number

wakeup_distance - How far (max) the player can be away from the monster before it wakes up.  This just means that if the monster can see the player, at what distance should the monster actually notice him and go for him.

DEFAULTS:
mintel                    = 28
melee_range                = 48
missile_range            = 512
min_missile_range        = 48
bypass_missile_chance    = 25
jump_chance                = 100
wakeup_distance            = 1024

NOTE: A value of zero will result in defaults, if you actually want zero as the value, use -1
*/

******************
obj_corpse_ssithra
/*QUAKED obj_corpse_ssithra (1 .5 0) (-30 -12 -2) (30 12 2) INVULNERABLE ANIMATE EXPLODING NOPUSH
A dead plague ssithra
---------- KEYS -----------------  
style - skin of ssithra (default 0)
0 - damage skin
1 - some bad bad skin. (not used)
2 - normal skin
-------  FIELDS  ------------------
INVULNERABLE - it can't be hurt
ANIMATE - N/A
EXPLODING - N/A
NOPUSH - N/A (corpse can't be pushed)
-----------------------------------
*/

******************
Return to
Index