mob_walker
mob_walker makes a monster follow a patrol path and optionally stop at look points for scripted animations, sounds,
and state changes.
Use it for non-combat monster patrols, scripted monster movement, lair idles, and simple ambush staging.
Parameters
path_walk
Type: string. Required. Default: none.
Patrol path used for monster movement. Relative names are resolved against the active smart terrain.
path_look
Type: string. Optional. Default: null.
Patrol path used for look or idle points. It must not equal path_walk.
state
Type: monster state. Optional. Default: null.
Base monster state read by the shared monster-state parser.
no_reset
Type: boolean. Optional. Default: false.
Stored in scheme state for compatibility with monster logic.
The section also supports common switch fields such as on_info, on_signal, on_timer, and actor-zone checks.
Waypoint behavior
When activated, the manager captures the monster for scripted commands and sends it along path_walk.
Movement waypoints can provide extra data parsed from patrol point flags:
sig
Sets a signal on the active scheme state. Use it with on_signal.
s
Schedules a sound to play with the next movement or standing command.
c
Uses crouch or steal movement when set to true.
r
Uses run movement when set to true.
b
Overrides the monster state at that waypoint.
flags
Selects a matching path_look point.
Look waypoints can provide:
t
Standing time in milliseconds.
a
Animation condlist. The selected value is resolved through the engine anim table.
If a movement waypoint has look flags, the manager chooses a matching point from path_look, turns the monster toward
it, plays the selected animation, waits, and then resumes movement.
Example
[logic]
active = mob_walker@lair
[mob_walker@lair]
path_walk = bloodsucker_walk
path_look = bloodsucker_look
state = nvis
on_signal = attack_ready | mob_home@attack
on_info = {+actor_entered_lair} mob_home@attack
[mob_home@attack]
path_home = bloodsucker_home
Use waypoint sig data on bloodsucker_walk to raise attack_ready when the monster reaches the intended patrol
point.
Notes
path_walkis required.path_lookcannot be the same aspath_walk.- The manager reactivates itself if the monster is no longer script-captured.
- If a waypoint requests a look point but no matching look point exists, the scheme aborts with a config error.