ms_npc
Identical Entities
- msmonster_skeleton
- msmonster_troll
- msmonster_giantrat
- msmonster_giantbat
- msmonster_orcwarrior
- msmonster_orcberserker
- msmonster_orcarcher
- msmonster_orcranger
Any pointentity prefixed with msmonster_ will functionally be identical to ms_npc. Feel free to use the different named entities organizationally, since only their preview models and default scripts are different.
Properties
-
lives integer
- number of times monster will respawn, if omitted or set zero, respawns forever.
-
spawnchance [1-100]
- chance of monster respawning with each spawn check, generally this should be 100%
-
delaylow seconds
- minimum time between spawn checks, in seconds
-
delayhigh seconds
- maximum time between spawn checks, in seconds
-
spawnarea spawnAreaName
- Ties monster to an msarea_monsterspawn (see below). Do not attempt to place monsters without monster spawns, it leads to issues.
-
killtarget triggerString
- [optional] Triggers this entity when monster dies. (It does not remove the target the way the same property of trigger_relay does)
-
perishtarget triggerString
- Trigger this when all lives are exhausted
-
scriptfile scriptfile
- determines monster/NPC type see list of applicable script files
Note
Be aware that script names are cAsE sEnsItivE.
-
descriptfile scriptfile
- [optional] As above, but seems to be required for some monsters. Generally, it's best to leave this as the FGD sets it.
-
nplayers integer - Only spawn this monster if there this number of players, or more, present (AUG2007 or later)
-
reqhp integer - Only spawn this monster if the total HP of all players on the server is above this number (AUG2007 or later)
-
title string-Change the monster's name to this (SEP2007a or later)
-
dmgmulti float-Multiply the monster's damage by this factor (must be > 1, SEP2007a or later)
-
hpmulti float-Multiply the monster's hitpoints by this factor (must be > 1, SEP2007a or later)
-
params token-string-Additional Parameters to adjust the monster. (Usage of this system is explained here.)
-
targetname targetString (used by other entities, such as ms_npcscript or trigger relay, to target the monster )
-
(angles, origin)
Example
Example: A Cave Spider script using the msmonster_giantrat entity for previewing. | |
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Params Key Details
Multiple addparams and their parameters are separated by semi-colons.
Beware, due to Hammer limitations, your total addparam string's length will need to be less than 100 characters. You can, however, split addparams with the ms_monsterspawns pass parameters property*, or the map's global addparams property.
These can also be applied, individually, to a monster when crossing a certain point in the map, by using the Scriptevent property on a trigger_once or trigger_multiple flagged triggerable by monsters, or with the msnpc_script entity.
They can also be added, globally, to all monsters, via Map Properties->Global Addparams(map_addparams), or to a specific set of monsters, via the ms_monsterspawn/msarea_monsterspawn's Pass AddParams(params)* property.
Behavior
-
set_race;
- Change monster's race for interaction with other mobs.
- For a complete list of faction interaction see: msc/test_scripts/reference_scripts/races.script
-
set_no_roam
- Removes monster wander function.
-
ext_invalidate
- Flags the mob as an invalid target to other NPCs (so it won't be attacked).
- If the NPC is friendly, set_race;beloved is preferable to this, as invalidated NPC's can still be damaged by AOE attacks.
-
critical_npc
- Designates this NPC as critical and initiates "siege map" mode.
- 1/3 of every monster spawned hereafter will attempt to hunt any NPC with this tag.
-
ignore_critical_npc
- Ignores critical NPCs on siege maps.
-
set_attack_until_spotted
- Simulates attacking an object until damaged or spots an enemy.
-
set_no_step_adj
- Removes step-adjustment procedure (step size will be 16 units, regardless of mob height).
-
set_blind_attack
- Removes the requisite that the mob must see a target to attack it.
- Particularly useful with overscaled monsters that need to be able to attack through their minions.
-
set_npc_turret
- Causes monster to stay in place and act as a turret.
-
set_dosr
- Monster removes when related ms_monsterspawn is removed via killtarget
-
set_no_auto_activate
- Normally, mobs immediately cycle up if they spawn near a player, this prevents that behavior.
-
set_non_agro
- Monster will not target players until attacked.
-
set_mclip;<0|1>
- Setting this to 0 causes mob to ignore func_monsterclips.
-
set_die_nt;
- Monster will removes if it doesn't find a valid target within <secondsafter spawning.
- Similarly, monster will remove if it doesn't find a target <secondsafter cooling down.
Visual Effects
- set_scale;
- Increase/decrease monster size, attempts to alter collision box and reach to match.
- set_scale_nr;
- As above, but with no reach adjustment.
- set_scale_nb;
- As above, but with no bounding box adjustment (best when size ratio is between 0.75-1.25)
-
set_scale_nbr;
- As above, but with neither reach nor bounding box adjustment.
-
set_model;
- Changes the default monster model.
- model_pathshould exclude the
models/
prefix, and must end in ".mdl" - Model must be precached or will crash.
-
set_submodel;
- Changes the submodel indexing on the monster's model.
- Part and submodel index must be separated by a colon ":".
- Keep in mind that the HLMV indexes from 1, while the game indexes from 0.
-
set_skin
- Changes the model skin.
- Keep in mind that the HLMV indexes from 1, while the game indexes from 0.
-
glow_red
- glow_green
- glow_blue
- glow_yellow
- glow_purple
-
glow_custom;<(RRR,GGG,BBB)>
- Adds a glow-shell of the indicated color to the monster
-
make_ghost
- Gives mob a additive/holographic render.
- (can be removed with remove_ghost)
-
set_fade_in
- Causes monster to 'fade in' on spawn.
-
set_summon_circle
- Causes monster to appear from a summoning circle with sound.
-
setfx_tele_in
- Causes monster to spawn with a teleport effect and sound.
-
setfx_sprite_in
- Causes monster to spawn in with a sprite effect and sound.
-
setfx_sprite_inx
- As setfx_sprite_in, but uses a different sprite.
-
setfx_beam_in
- Causes monster to spawn in with a lightning bolt effect.
-
setfx_spawn_sound
- Triggers a magic sound on spawning. (set_summon_circle/sprite_in already do this.)
-
set_cbm;
- Sets combat music when encountering this monster.
- Overrides any existing combat music setting.
-
set_cbml;
- Optional - determines the length of the combat music for a cleaner loop.
-
set_not_musical
- Tells the combat music system to ignore requests to start combat music from this monster.
- Useful if the monster cannot be slain and will be targeting perpetually - such as the killer whales in Shendar_East's nightmare sequence.
Resistances
-
ext_no_player_damage
- Take no damage from players.
-
make_invulnerable
- Creates a white glow shell and makes NPC invulnerable.
- This can be removed via msnpc_script or when crossing a monster-triggerable brush with the scriptevent: make_vulnerable.
-
lightning_immune
- fire_immune
- poison_immune
-
cold_immune
- Grants immunity to related damage type.
-
set_stun_prot;
- Sets monster's stun resistance, 0-100%.
-
set_takedmg;
- Changes monster's vulnerability to specific element.
- Element type and ratio must be separated by a colon.
Enhancements
- speed_x2
- speed_x2_5
- speed_x3
-
speed_x4
- Increases monster's frame rate, causing it to both move and attack more quickly.
- (Adjusts XP)
-
set_mspeed;
- Adjusts movement speed without adjusting attack speed.
- Do not use to create turrets (see set_npc_turret).
- Adjusts XP.
-
demon_blood;[multiplier]
- Adds demon blood to monster.
- Default multiplier is x5 damage.
- Adjusts XP.
-
make_boss
- Flags NPC as boss (adds regeneration, resistance to previously slain players, and increases XP.)
-
ext_set_parry
- Lets you add a parry skill to the mob (should be >100 to have effect)
-
add_dot_poison;[ratio]
- add_dot_cold;[ratio]
- add_dot_fire;[ratio]
-
add_dot_lightning;[ratio]
- Grants DOT of type to the monster, coupled with a glow shell related to the element.
- [ratio] increases or reduces the DPS.
- Adjusts XP.
-
set_tele_hunter;[frequency]
- Causes monster to teleport to current target every [frequency] seconds (default 20).
- Adjusts XP.
-
set_tele_hunter_random;[frequency]
- As above, but monster will select targets randomly, rather than continuously teleporting to the same target.
-
set_lshield *
- Grants the monster a lightning field, similar to The Hollow One
- Adjusts XP
Other
-
ext_no_drops
- Strips gold and drops from a monster. (Usually)
-
ext_reduct_xp;
- Reduces XP.
-
set_self_adj;[adjust_max#]
- Causes the monster to self adjust based on the total hp of active players.
- adjust_max can be set from 1-5, indicating the maximum level of adjustment levels the mob can use (this helps prevent overpowered monsters, and is highly recommended with any monster with a base HP of higher than 5,000.)
-
set_no_avg
- On self adjusting maps, cause the monster not to be counted when determining the average tier.
- This is useful for monsters towards the beginning of the map that may be slain before all players have connected.
-
set_xp_tr;
- Monster is worth less than maximum XP until the map has been running this many minutes, ramping from 0 to full XP during this time.
- Useful for high level bosses with easy access.
-
set_range;
- Changes the mob's attack range.
- Does not work for all monsters, or on monsters with multiple attacks of differing ranges.
-
set_say_spawn;'text'
- Causes mob to say something on spawn.
- Beware there is no sanity check, and using double quotes or odd characters may crash your compile.
- 'text' should be in single quotes if any spaces are used.
-
set_say_spot;'text'
- As above, but text is said when first spotting an enemy.
-
set_say_die;'text'
- As above, but text is said when mob dies.
-
set_solid;
- Changes the monsters bounding box type (none will cause it to be noclip to players)
-
set_dyn_spawn *
- Causes the mob to teleport off-map on spawn, then try to find a spot where no player is looking within its msarea_monsterspawn before teleporting back in.
-
set_world_spawn;[distance] *
- As set_dyn_spawn, except the monster will attempt to teleport to a random player within the world, favoring clustered players.
- [distance] defaults to 512 if omitted, and represents the maximum distance the monster will attempt to spawn from the player.
Universal Eventnames
For use with ms_npcscript, these work with most NPCs, including monsters/lure:
-
XXXX_race - where XXXX is, replace with desired race. This is buggy, and may cause issues (including crash). Common uses include: orc_race, hated_race, beloved_race, human_race. Full faction list and relations can be found here.
-
ELEMENT_immune: Where ELEMENT is, replace with desired element. Valid elements currently include: lightning, fire, poison, and cold. Using normal_immune sets all immunities to normal (including any immunities the creature might normally have).
-
fifty_armor - sets 50% damage absorption.
- eighty_armor - sets 80% damage absorption.
- make_invulnerable - makes monster invulnerable (godmode)
- make_vulnerable - makes monster vulnerable
- add_XXX_health - where XXX is use 10, 100, 500, or 1000 (untested)
- double_health - Doubles creature's health based on current. Prefixes name with "Strong ", can be used repeatedly (but name effect stacks)
- quad_health - Quadruplescreature's health based on current. Prefixes name with "Very Strong ", can be used repeatedly (but name effect stacks)