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. | |
|---|---|
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.
- ⅓ 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)