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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_walk is required.
  • path_look cannot be the same as path_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.