Scripted startrush (GoldSrc): Difference between revisions
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==Keyvalues== | ==Keyvalues== | ||
{{KV|Targeted monster | {{KV|Targeted monster|intn=target|target_destination|Monster}} | ||
{{KV|Fire after move | {{KV|Fire after move|intn=netname|string|Target activated after the monster will arrive at the right place. In this case, the Locus is a monster.}} | ||
{{KV|Move to this entity | {{KV|Move to this entity|intn=message|string|Entity to run to (if left blank it will run to this scripted_startrush)}} | ||
{{KV|Area radius | {{KV|Area radius|intn=frags|integer|The radius of the area around the target need to run (it is not necessary to run exactly to the point, enough in her neighborhood)}} | ||
{{KV|Move type | {{KV|Move type|intn=weapons|choices}} | ||
:{| class=standard-table | :{| class=standard-table | ||
!| Value || Description | !| Value || Description |
Revision as of 06:25, 21 August 2023
Template:Entity Which makes the monster run to the desired point.
Application
Point defense and assistance allies in a breakthrough somewhere, to a simple variety enemy behavior - for example, the player not only finds in the next a couple of bored enemies in the corridor, but collides with them face to face while they are also walking somewhere.
Keyvalues
- Targeted monster (target) <targetname>
- Monster
- Fire after move (netname) <string>
- Target activated after the monster will arrive at the right place. In this case, the Locus is a monster.
- Move to this entity (message) <string>
- Entity to run to (if left blank it will run to this scripted_startrush)
- Area radius (frags) <integer>
- The radius of the area around the target need to run (it is not necessary to run exactly to the point, enough in her neighborhood)
- Move type (weapons) <choices>
Value Description 0 Run 1 Walk