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mob_home

mob_home assigns a monster to a home area and radius range. Use it to keep monsters near a lair, patrol center, smart terrain point, or scripted territory.

Parameters

state

Type: monster state. Optional. Default: null.

Base monster state applied on activation.

path_home

Type: string. Optional. Default: null.

Patrol path used as home reference. Relative names are resolved against the active smart terrain.

gulag_point

Type: boolean. Optional. Default: false.

Uses the monster’s smart terrain level vertex as the home point.

aggressive

Type: boolean. Optional. Default: false.

Passed to object.set_home.

home_min_radius

Type: number. Optional. Default: default config.

Minimum home radius.

home_mid_radius

Type: number. Optional. Default: midpoint.

Middle home radius. Clamped to the range between min and max.

home_max_radius

Type: number. Optional. Default: default config.

Maximum home radius.

The section also supports common switch fields.

Runtime behavior

On activation, the manager applies the configured monster state, resolves home parameters, and calls object.set_home(home, min, max, aggressive, mid).

If path_home is set, waypoint data on its first point can provide minr and maxr values. Explicit home_min_radius and home_max_radius override waypoint values.

On deactivation, the manager calls object.remove_home().

Example

[logic]
active = mob_home@lair

[mob_home@lair]
path_home = bloodsucker_home
home_min_radius = 5
home_max_radius = 35
aggressive = true
on_info = {+actor_entered_lair} mob_walker@attack

Notes

  • home_max_radius must be greater than home_min_radius.
  • With gulag_point = true, the home is based on the monster’s current smart terrain.