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_radiusmust be greater thanhome_min_radius.- With
gulag_point = true, the home is based on the monster’s current smart terrain.