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monster_object

Monster Object


Description


This Level Object is used to add a Monster to a Layout.

Location


Right-click on an empty space in the Layout Scene Manager and choose Units > Monster from the list.

Properties


NAMETYPEDESCRIPTIONREAD ONLY
ADVANCED PROPERTIES
NO TARGETboolIf True the Monster cannot target anything. This property is set every time the level loads.
TARGETABLEboolIf True the monster can be targeted. This property is set every time the level loads.
ANIMATION
ENVIRONMENT ANIMATIONstringThe environment animation the Monster plays after it spawns.
LOOPSboolIf True the animation currently playing on the Monster will loop ( editor only ).
SPAWN ANIMATIONstringThe animation the Monster will play when it spawns.
SPEEDfloatSet the speed multiplier of the animation currently playing on the Monster ( editor only ).
ANIMATION PREVIEW
ANIMATION PREVIEWstringThe animation to preview on the Monster in the editor ( doesn't save ).
MESH
FILEstringThe Monster's model mesh file.TRUE
ORIENTATION
FORWARDCVector3Forward by X,Y,Z.
RIGHTCVector3Right by X,Y,Z.
UPCVector3Up by X,Y,Z.
POSITION
POSITIONCVector3Position by X,Y,Z world coordinates.
PROPERTIES
CANNOT WANDERboolIf True the Monster cannot wander.
CHAMPIONboolIf True the Monster will be a Champion.
ENABLEDboolSet the Monster enabled or disabled.
FIRE ALL HP EVENTSboolIf True all health point events will fire ( i.e. one-hitting the Monster will fire all “HP # PCT” Output events ).
INVINCIBLEboolIf True the Monster can't be damaged.
LOCAL ONLYboolIf True the Monster will be specific to the local client in multiplayer.
MONSTERstringThe Monster to spawn in the level.
NO GOLDboolIf True the Monster will not drop gold when killed.
NO TREASUREboolIf True the monster will not drop treasure when killed.
PATHstringThe Path in the level the Monster will follow.
PATH LOOPSboolIf True the Monster will follow the “Path” and loop.
SPAWNCLASSstringSet the Spawn Class which will choose the Monster. Note: This overrides the “Monster” property.
THEMEstringThe Unit Theme to apply to the Monster ( editor only ).
VISIBLEboolIf True the Monster will be invisible and the Player cannot damage it.
WANDER RADIUSfloatSet the radius the Monster will wander.

Logic


Input Events

Is Enabled
Will check if the Monster is currently enabled.
Is Disabled
Will check if the Monster is currently disabled.
Is Dead
Will check if the Monster is currently dead.
Interact
Interact with the Monster object.
Make Invulnerable
Set the Monster to be invulnerable.
*Damage numbers will still appear when the Monster is attacked, but it won't be damaged.
Make Vulnerable
Set the Monster to be vulnerable.
Alert Monster
Alert the Monster.
Enable Targeting
Allow the Monster to target enemies.
Disable Targeting
Prevent the Monster from targeting enemies.
Enable Targeting & Alert
Allow the Monster to target enemies and alert it.
Enable
Enable the Monster. The Monster will target enemies and the Player can target the Monster.
Disable
Disable the Monster. The Monster will not target any enemies and the Player cannot target the Monster.
*The Monster can still be damaged.
Hunt
Force the Monster to search for the nearest Player as a target.
*The Monster will ignore pets when searching for a target.
Show
Set the Monster to be visible.
Hide
Set the Monster to be invisible.
Fade In
Fade the Monster in to be visible.
Fade Out
Fade the Monster out to be invisible.
Cannot be Targeted
Prevent the Player from targeting the Monster.
Can be Targeted
Allow the Player to target the Monster.
Add as Pet
Add the Monster as a pet to the passed Unit.
Remove as Pet
Remove the Monster as a pet.
Kill Monster
Kill the Monster.
Explode Monster
Kill and explode the Monster in to gibs.
Restore 25 PCT
Restore 25% of the Monster's health.
Restore 50 PCT
restore 50% of the Monster's health.
Restore 75 PCT
Restore 75% of the Monster's health.
Restore 100 PCT
Restore 100% of the Monster's health.
Stop Skills
Stop any current Monster skills.
Kill Pets
Kill any pets of the Monster.
Move 2 Random Quest Node
Teleport the Monster to a random “Quest Node” Property Node Object.
Make Target
Set the passed Unit as the Monster's target.
Pass Self
Pass the Monster object to another object.

Output Events

Interacting
Invulnerable
This event will fire when the Monster receives an “Invulnerable” Input event.
Vulnerable
This event will fire when the Monster receives a “Vulnerable” Input event.
Animation Trigger 1
This event will fire when the Monster's animation triggers the “Animation Trigger 1” animation tag.
Animation Trigger 2
This event will fire when the Monster's animation triggers the “Animation Trigger 2” animation tag.
Animation Trigger 3
This event will fire when the Monster's animation triggers the “Animation Trigger 3” animation tag.
HP 90 PCT
This event will fire when the Monster's health reaches or drops below 90%.
HP 80 PCT
This event will fire when the Monster's health reaches or drops below 80%.
HP 70 PCT
This event will fire when the Monster's health reaches or drops below 70%.
HP 60 PCT
This event will fire when the Monster's health reaches or drops below 60%.
HP 50 PCT
This event will fire when the Monster's health reaches or drops below 50%.
HP 40 PCT
This event will fire when the Monster's health reaches or drops below 40%.
HP 30 PCT
This event will fire when the Monster's health reaches or drops below 30%.
HP 20 PCT
This event will fire when the Monster's health reaches or drops below 20%.
HP 10 PCT
This event will fire when the Monster's health reaches or drops below 10%.
Monster Killed
This event will fire when the Monster is killed.
Monster Dead on Load
This event will fire when the Monster is dead on level load.
Monster Inited
This event will fire when the Monster is initialized.
Monster Alerted
This event will fire when the Monster is alerted.
Interacted
Interacted Accepted
Interacted Declined
Interacted Closed
Post player spawn
This event will fire after the Player spawns in the level.
Enabled
This event will fire when the Monster receives an “Enable” Input event.
Disabled
This event will fire when the Monster receives a “Disable” Input event.
End of Path Reached
This event will fire when the Monster reaches the end of its “Path”.
On Invisible
This event will fire when the Monster receives a “Hide” or “Fade Out” Input event.
On Visible
This event will fire when the Monster receives a “Show” or “Fade In” Input event.
Pass Self
This event will fire when the Monster receives a “Pass Self” Input event.
Damaged
This event will fire every time the Monster is damaged.
monster_object.txt · Last modified: 2019/07/18 12:26 by anarch16sync