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Creative Commons Deed.
Please do not use any of my work for commercial purposes, thank you. |
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Arcane Dimensions Monsters
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There are many new features to help
Level Designers manage monsters easier. The most
frequently used
are setup via spawnflags, while the more specific
are defined via new entity keys.
Bit |
Spawnflag |
Description |
001 |
AMBUSH |
Will only wakeup monster if can see the player directly |
002 |
- |
Reserved for unique monster attribute |
004 |
- |
Reserved |
008 |
WAKEUP |
No wakeup sight sound (stealth/surprise option) |
016 |
NOIDLE |
No idle sound, all monsters will produce idle sounds,
even if they are stationary in a locked monster closet! |
032 |
NOGFX |
No teleport effect (white sparkles) or sound when spawning |
064 |
DELAY |
Start in an OFF state and wait for a trigger event before spawning |
128 |
ANGRY |
When spawning will instantly be angry at the player regardless
of how far away the player is from spawn location |
In order to make Arcane Dimensions as flexible as possible
without mappers having to create their own Quake C progs,
many of the monsters core functionality
(health, bounding box, skins and angry target) can be changed
individually with the entity keys below.
New Entity Keys |
Description |
target (string) |
Path corner destination or target to trigger on death! |
target2 (string) |
Additional targets to trigger on death |
angrytarget (string) |
Target to get angry at when spawning.
This can be any other monster targetname and is designed
to help setup infighting sequences.
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deathtarget (string) |
Alternative target to fire when dying.
When a monster dies the target key is fired, if this was used for
a patrol (path_corner) then it cannot work. This key will always
fire on death, especially useful for death counters.
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health (float) |
1-x = Override default health defined in QC
Can be used to create mini boss (change skin) events or to make
certain monsters better able to last for infighting sequences.
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exactskin (float) |
0-x = Override default skin number. There is no
range check done because QC has no idea how many skins exist for
each monster. This can crash some engines if setup wrong.
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upgrade_axe = 1 (float) |
Will only spawn a monster if the player has
the Upgraded Axe in their inventory. Designed for special events
based the player having certain items. Will produce an error if
used without the DELAY (64) spawnflag option.
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upgrade_ssg = 1 (float) |
Will only spawn a monster if the player has
the Upgraded Shotgun in their inventory. Designed for special events
based the player having certain items. Will produce an error if
used without the DELAY (64) spawnflag option.
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upgrade_lg = 1(float) |
Will only spawn a monster if the player has
the Upgraded Lightning Gun in their inventory. Designed for special events
based the player having certain items. Will produce an error if
used without the DELAY (64) spawnflag option.
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nomonstercount = 1(float) |
Monster will not count towards overall map monster
count, useful for ornate stone statues or special secret events!
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infightextra (float) |
1-x = Damage multiplier when infighting. This is used
for infighting sequences where a monster needs to survive. The value
does not affect monster vs player combat.
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pain_ignore (float) |
1 = Will ignore pain frame when infighting |
noinfighting (float) |
1 = Will ignore all requests to infight |
no_liquiddmg (float) |
1 = Blocks all liquid (slime/lava) damage checks.
Typically Quake does not apply any damage from liquids to monsters
and can look odd a monster running freely around a lava pit. This
will not make monsters avoid liquid hazzards, but it will make sure
they die from them!
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no_zaware (float) |
1 = Z Aware projectiles will be disabled |
bboxtype (float) |
1=Tiny, 4=Short, 5=Tall, 7=Wide, 8=Giant, 10=Massive
This will allow monsters to navigate around narrow spaces, but
it will also affects the players ability to damage them
because projectile impact is based on bounding box size.
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gibondeath (float) |
1 = Will always explode into gibs on death
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bodyfadeaway (float) |
1-x = Time in seconds before body / head fades away
Designed for monsters on balconies where a dead body will not fit
properly and would look better if they were removed on death!
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movespeed (float) |
= -1 no movement(turret), = 0/1 free movement
A hacky way to convert any monster into a turret by not letting them
move anymore. The monster will still run on the spot if it cannot
target the player or see them.
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turrethealth (float) |
0.0 - 1.0 = % of HP when monster turret is released.
A way to release a turret style monster based on a health event triger.
Can be used as a way to surprise players, though only really useful
if the monster has a lot of health to start with.
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turrettarget (string) |
Target(s) to fire when turret % HP is released.
Can be used to trigger events that allow the monster to roam freely
(steps) or change the environment in some way.
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Class |
Group |
Health |
Gib Health |
Skins |
BBox Size |
Footsteps |
Resist |
Dog (Rottweiler) |
Dog |
25 |
-35 |
1 |
DOG |
SLOW |
n/a |
Blah blah blah
Class |
Group |
Health |
Gib Health |
Skins |
BBox Size |
Footsteps |
Resist |
Army |
Army |
30 |
-35 |
0-3 |
SHORT |
MEDIUM |
n/a |
The soldier is entry level cannon fodder setup with randomly picked
skins with and without blood splats and different body armour patches.
The soldier is no longer a
hitscan enemy, but instead fires shell projectiles which makes them
more manageable in packs.
Sean 'Scampie' Campbell Says
Grunts, your basic sadistic killers. Their shotguns have been given an
overhaul to shoot projectiles... and they've been joined by some friends
with upgraded firepower!
Place the standard Grunts anywhere they can see the player, and they'll
peck away at the player's health. Grunts tend to be ammo positive early
on when you only have a shotgun, giving you more shells that it takes to
kill them, so you might consider them to be small ammo packs that fight
back!
Class |
Group |
Health |
Gib Health |
Skins |
BBox Size |
Footsteps |
Resist |
Army Rocketeer |
Army |
45 |
-35 |
4-5 |
SHORT |
MEDIUM |
n/a |
blah blah blah
Sean 'Scampie' Campbell Says
Sometimes a shotgun just isn't enough, and you need just a little more
gun to compensate for all your insecurities in life. Enter the Rocket
Grunt, a grunt who is ready to make you ride his big homing rocket.
Rocket Grunts you should take care to place right in front of the player
so they can see the rockets coming. Placed on eye-level or slightly above
is best. Usually you'll only want 1 or 2 of these at a time so the player
can focus on playing the rocket dodging game.
Class |
Group |
Health |
Gib Health |
Skins |
BBox Size |
Footsteps |
Resist |
Army Grenadier |
Army |
60 |
-35 |
6-7 |
SHORT |
MEDIUM |
n/a |
Blah blah blah
Sean 'Scampie' Campbell Says
An already crazed madman given a grenade launcher and told to have a
good time. These Grunts will sow chaos in any battlefield they find
themselves in!
Like the Rocket Grunts, you'll want to place these guys where the
player can see the grenades coming, and often above eye-level. They
are ZAware, so realize they will be able to lob toward the player
with decent accuracy. Care should be taken when combined with other
grunts, a misplaced grenade might wipe out all his buddies...
Class |
Group |
Health |
Gib Health |
Skins |
BBox Size |
Footsteps |
Resist |
Army Plasma |
Army |
75 |
-35 |
8-9 |
SHORT |
MEDIUM |
n/a |
Blah blah blah
Sean 'Scampie' Campbell Says
A tough guy in a small package equipped with the height of weapons
technology. Plasma Grunts pack a punch with their heavy plasma rifles.
Plasma Grunts are basically slightly less healthy Enforcers who shoot a
single heavy blast, and likely best used as singles, maybe presented as
the leader of groups of standard grunts. Take care to place these upgraded
Grunts so their shots aren't blocked too often, you often want dodging
their shots to be the focus of combat in a room when you place them.
Class |
Group |
Health |
Gib Health |
Skins |
BBox Size |
Footsteps |
Resist |
Death Guard |
Knight |
30 |
-35 |
1 |
SHORT |
MEDIUM |
n/a |
A medieval version of the 'monster_army' unit with low health and knight like
melee damage. Good for starting areas and general filler for existing groups.
Designed to be an easy introduction to the Death Knight Brigade with really fast
movement speed, it will even outrun a Hell Knight!
Sean 'Scampie' Campbell Says
Not every army is made of well trained and armoured knights. Sometimes,
you just need lots of men with good steel in their hands. The
Death Guard are the lowest level members of the Death Brigade.
Death Guards are fodder melee enemies. They have a lot in common with
monster_dog, they rush at the player in a zigzagging movement and have
low health. Best used early in maps in 2s and 3s. Their low health means
shotguns will take them out easily, but the numbers should be the threat.
Later in a map all they can really do is get caught in the crossfire, or
can be shown foolishly walking into traps.
Knight
Class |
Group |
Health |
Gib Health |
Skins |
BBox Size |
Footsteps |
Resist |
Knight |
Knight |
75 |
-40 |
0-5 |
SHORT |
MEDIUM |
n/a |
Stone Knight |
Stone |
75 |
-40 |
Def 4 |
SHORT |
HEAVY |
20% Nails |
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Bit |
Spawnflag |
Description |
002 |
STATUE |
Starts knight with a stone skin and frozen in a pose |
004 |
NOT FROZEN |
Will start a statue knight unfrozen for idle/walking encounters |
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New Entity Keys |
Description |
frame |
statue frame to be frozen in. (default 44) |
pos1 |
Specify frame range for frozen idle pose (x=start, y=finish) |
Standard red shouldered Quake knight with some extra skins, new idle animations
(looking left and right) and some extra poses for standing upright or kneeling.
There are animation sets for blending between combat and upright/kneeling
poses but they were never implemented in time for release.
There is an extra spawnflag to create a stone statue knight
(originally from Quake Mission Pack 2) and additional entity keys
to animate the frozen pose when the player is not looking. All stone
statue knights have stone gibs, a different infighting group and a
special resistance to nail ammo.
Crossbow Knights
Class |
Group |
Health |
Gib Health |
Skins |
BBox Size |
Footsteps |
Resist |
Crossbow Knights |
Knight |
75 |
-25 |
1 |
SHORT |
MEDIUM |
n/a |
A cautious range unit with high damage bolts and a strong melee attack. The
bolts are variable speed based on skill level and are designed to force the player
to strafe or seek cover. The health bar can easily be taken down with NG+ weapons,
but SG\SSG will struggle because of reload times.
When the player is within melee range the unit will use the crossbow as a club
and as soon outside of range straight away fire a bolt for a quick hipshot.
Unlike most monsters in Quake the crossbow knight will not immediately follow
the player but rather wait and keep distance.
It is recommended to place these units around sharp corners (90 degree)
or up on ledges overlooking areas. The crossbow knight does not follow the
same way as other quake units and needs to be in position first.
Sean 'Scampie' Campbell Says
A marksmen who knows how to keep his distance. The Death Crossbowman knows
his advantages, and uses them with deadly precision.
Crossbowmen are a ranged medieval unit who have a unique AI pattern. Unlike
normal enemies in Quake, Crossbowmen attempt to keep their distance from the
player and won't rush in. This means that even when you place them on the same
eye-level as the player, they'll still stay back and take shots. Try to place
them in areas where the player has room to side-strafe their shots, they're
roughly on par with Enforcers damage wise. Consider using trigger_monsterturret
with them, to make them stand at windows or other openings and vantage points
to take their shots.
Death Knights / Hell Knights
Class |
Group |
Health |
Gib Health |
Skins |
BBox Size |
Footsteps |
Resist |
Death Knights |
D Knight |
250 |
-40 |
3 |
TALL |
HEAVY |
n/a |
This is essentially a Hell Knight with more polygon details and the same
types of attacks. The Magic spray attack is now linked to skill level and
the projectiles will increase speed based on skill level.
Fury Knights
Class |
Group |
Health |
Gib Health |
Skins |
BBox Size |
Footsteps |
Resist |
Fury Knights |
Captain |
400 |
-50 |
1 |
TALL |
MEDIUM |
n/a |
A mid level monster with shalrath/demon like health bar that has five melee
attacks and two very quick firing magic attacks. Designed to jump close to
the player and use multiple quick sword swings for high damage. Will use
two types of magic attacks at mid to long range that have slow build up
animations that fire variable speed projectiles dependant on skill level.
The fury knight will easily work its way through a crowded room doing extra
damage against other monsters and using its over head smash attack for
visual affect. It has a high pain threshold for small impact damage, but
can be dealt with easily with SNG/GL/RL heavy attacks.
Sean 'Scampie' Campbell Says
The quick and the deadly, Death Fury Knights are elite knights of the
Death Brigade. Two swords and a variety of magical attacks, these fighters
can be a challenge to even the toughest slipgate warriors.
Fury Knights are comparable to a tougher Fiend, with ranged attacks.
Give the player plenty of space to fight these guys, they run and jump
at you and can be quite a handful to deal with. You'll likely want to
only use them as a mid-boss or in pairs or in combination with other
enemies only at the end of a level.
Death Sergeant
Class |
Group |
Health |
Gib Health |
Skins |
BBox Size |
Footsteps |
Resist |
Sergeant |
Captain |
400 |
-60 |
1 |
TALL |
HEAVY |
n/a |
A fast moving Blue Flail knight with shalrath homing missiles and heavy
single strike melee attacks. This unit will constantly charge the player if the
Z height is similar and if different keep send deadly homing missiles instead.
This is a mid level monster that is highly mobile, crushing up close and
will easily tear a path through any crowd to get its target.
The homing missiles have the same speed regardless of skill level. Originally
these were setup identical to the Shalrath with easy/normal/hard being different
to the nightmare skill level. During testing it felt like the missiles were
going faster than usual because the blue knight moves around so quick, this
is the reason the missiles use only one speed.
Sean 'Scampie' Campbell Says
The strong and powerful, Death Sergeant Knights are elite knights of the
Death Brigade. Wielding a deadly spiked flail and able to conjurer homing
magic missiles, the Sergeants will run you down.
Death Sergeants are like you had a Vore ride a Death Knight. They will
chase the player down with their flail, but added on to that is a vore-like
homing missile for their magic attack. You'll want to give the player some
space to run when placing these guys, as well as some corners or other
geometry for the player to maneuver the homing missiles into. Sergeants can
work well in packs of other weaker monsters as well, they have just enough
threat that you can't ignore them, but enough tankiness that you can't just
kill them before the other enemies get to you!
Hunter Ogre
Class |
Group |
Health |
Gib Health |
Skins |
BBox Size |
Footsteps |
Resist |
Hunter Ogre |
Ogre |
200 |
-80 |
0-1 |
WIDE |
SLOW |
n/a |
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Bit |
Spawnflag |
Description |
004 |
METAL |
Increases Health by 50 points and uses skin 1 (metal armour) |
The Hunter Ogre is a new model with greater polygon details and some
shoulder armour pieces similar to the Hell Knight. There is a new
style of attack for the chainsaw which does a forward thrust motion
which does +150% damage more than a regular attack.
The new ogre fires Z Aware grenades at the player which can be tricky
to dodge, making this Ogre much more deadly than before. On EASY skill
the grenades are aimed infront of the player so that they bounce and
gives the player time to react. On HARD+ skill the grenades are aimed
straight at the center of the players body making it much more difficult
to avoid.
Sean 'Scampie' Campbell Says
"Ogre no stupid! Hunter Ogre go college, learn trigonometry! Can aim
grenades good now!"
Hunter Ogres, as well as the variants, are ZAware and can actually target
their grenade lobbing toward the player's feet. This means you can actually
place them slightly above or below the player and they can be a threat. The
Hunter Ogre also has a stabbing attack with it's chainsaw which can inflict
extra damage, and can be upgraded with a chain vest for some extra HP.
Mace Ogre
Class |
Group |
Health |
Gib Health |
Skins |
BBox Size |
Footsteps |
Resist |
Mace Ogre |
Ogre |
200 |
-80 |
0-1 |
WIDE |
SLOW |
n/a |
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Bit |
Spawnflag |
Description |
004 |
METAL |
Increases Health by 50 points and uses skin 1 (metal armour) |
Hammer Ogre
Class |
Group |
Health |
Gib Health |
Skins |
BBox Size |
Footsteps |
Resist |
Hammer Ogre |
Ogre |
300 |
-80 |
0-1 |
WIDE |
SLOW |
n/a |
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Bit |
Spawnflag |
Description |
004 |
METAL |
Increases Health by 50 points and uses skin 1 (metal armour) |
Fiend
Class |
Group |
Health |
Gib Health |
Skins |
BBox Size |
Footsteps |
Resist |
Fiend |
Demon |
300 |
-80 |
1 |
WIDE |
SLOW |
n/a |
Wraith
Class |
Group |
Health |
Gib Health |
Skins |
BBox Size |
Footsteps |
Resist |
Wraith |
Spider |
350 |
n/a |
0-5 |
WIDE |
n/a |
n/a |
Not all monsters are identical, they all have two spawnflags
dedicated to unique features that can easily be switched
on or off. Below is a list of monsters and new extra functions
and what they do.
Bit |
Spawnflag |
Description |
001 |
CRUCIFIED |
Start in an upright (wall pose) position (regular only) |
002 |
AMBUSH |
Will only wakeup monster if can see the player directly |
004 |
ONFLOOR |
Spawn lying down on the floor, use angle key to determine
how the zombie is setup (0=random lying down angle, 1-360=specific) |
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