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sr_monster

sr_monster stages a monster ambush from a restrictor. While the actor is inside the zone, it moves a warning sound source along a patrol path. When the path wraps, it spawns a monster and commands it to run to the path endpoint.

Parameters

snd

Type: string. Optional. Default: null.

Sound id played as the moving warning sound source.

delay

Type: number. Optional. Default: 0.

Parsed and stored; current manager does not use it directly.

idle

Type: number. Optional. Default: 30.

Idle duration after the ambush finishes. The parser multiplies this value by 10000, so one configured unit becomes ten seconds of game-time delay.

sound_path

Type: string list. Optional. Default: null.

Patrol paths used by the moving warning sound. One path is selected at a time.

monster_section

Type: string. Optional. Default: null.

Server object section spawned when the path wraps.

slide_velocity

Type: number. Optional. Default: 7.

Speed for sliding the warning sound position along the path.

The section also supports common switch fields.

Runtime behavior

When the actor enters the restrictor, the manager selects a path from sound_path and starts sliding a sound position from point to point. When the selected path wraps back to its start:

  1. it spawns monster_section at the current sound position;
  2. it plays the hard-coded appear sound monsters\boar\boar_swamp_appear_1;
  3. it captures the spawned monster when it comes online;
  4. it commands the monster to run to the final point of the current path;
  5. after the monster reaches the final point, it releases and removes the server object;
  6. it enters idle state until idleEnd.

Example

[logic]
active = sr_monster@ambush

[sr_monster@ambush]
snd = monsters_boar_boar_swamp_appear_1
sound_path = ambush_sound_path_1, ambush_sound_path_2
monster_section = boar_normal
slide_velocity = 7
idle = 30

Notes

  • sound_path should contain patrol paths with enough points for the sound slide and final run target.
  • With multiple paths, the manager avoids immediately selecting the same path again.
  • The implementation currently stores delay but does not apply it in MonsterManager.