Very dangerous agent who can wield a wide selection of weapon.
Class: Human Military.
OnDestroy Function ondestroyfn : Name of the function to use from already parsed .as script files when entity is destroyed (killed) in any way. If the function belongs to namespace, you must use prefix with the namespace name (e.g. mynamespace::MyFunction) for the keyvalue.
Name targetname : Set name of monster_bodyguard so other entities can trigger it to activate or deactivate it. Works only with "Start Inactive" flag. Depending on trigger use-type: 'On'- enable monster, 'Off'- disable monster, 'Toggle'- toggles monster. Can be kill-targeted.
Target target : Some monsters can have path_corner specified as a target. On map start they will try to reach path_corner with walk animation.
Render FX renderfx : Set custom render FX effect. Only works when "Render Mode" is set to different than 'Normal'
Render Mode rendermode : Render mode determines how this entity is rendered.
FX Amount (1 - 255) renderamt : Render amount to use when other than "Render Mode" 'Normal' is used.
FX Color (R G B) rendercolor : Used with "Render Mode" 'Color' and 'Glow' to set color. Also sets color of 'Glow Shell' "Render Mode".
Pitch Yaw Roll (X Y Z) angles : Where Z means Y and Y means Z, that is, when you're thinking Hammer-grid. (Hammer uses Z for height and Y for depth, while every other sane 3D-application does this the other way round; nonetheless this keyvalue description has the letters in the conventional order) This, technically, is a 3D-vector containing Euler-angles to describe either the entity's rotation or direction of effect. E.g. a func_door_rotating will use this as its initial rotation, while a trigger_push will keep its original alignment and use this for the direction of its push-effect instead. Euler-angles are a hierarchical system to determine an object's orientation in 3D-space. A yaw-value of 0 would mean the entity would face east. (right in top-down view) 90 would mean it would face north. (up in top-down-view) After yaw, pitch is applied. Think aiming up/down with your character in first person. At last, the roll-value is applied. Think your character falling over sideways in first person. Some entities, mostly point entities, do not use the angles keyvalue for any purpose.
Classification classify : Set the class of the spawned monster_bodyguard. Think of how even though zombies and human grunts, by default, both are the players' enemies, yet have a dislike for and attack each other as well. This relation is created through the respective classes of the two entity types. For a complete table of how different classes react to each other, see monster class relation table.
Is not revivable is_not_revivable : If set to 'Yes', the monster cannot be revived by player's weapon_medkit or other allied monsters.
Trigger Condition TriggerCondition : Choose trigger condition for this monster. When condition is met, the entity specified in "Trigger Condition Target" is triggered.
Trigger Condition Target TriggerTarget : Entity to trigger when condition in "Trigger Condition Target" is met. Trigger use-type is 'Toggle'.
Body body : This will set which body to use. Body's are different submodels/appearances in model files. Think of the different scientists. Not all models do have multiple body's. '-1' means random.
Skin skin : Monster's model skin to use, if model have multiple skins.
Is Player Ally? is_player_ally : Set whether the spawned monster is an ally or a foe of the players. Note that keyvalue name is misleading.
In-game Name displayname : If set, this will overwrite the monster's default in-game name, which appears in the HUD monster info, which can be enabled/disabled using the CVar 'mp_allowmonsterinfo'. You can use '\n' here to perform a line-break.
Blood Color bloodcolor : Allows you to customize the monster's blood color (or disable it).
Custom Health health : If set, this will overwrite the monster's default health value managed by the skill configuration.
Custom Model model : If set, this will overwrite the monster's default model. This needs to be precached using a custom_precache entity.
Custom Min Hull Size (X Y Z) minhullsize : If set, this will overwrite the monster's default minimum hullsize. Minimum and maximum hullsize form a solid cuboid which define the monster's collision hull. Think of them as two span-vectors originating from the monster's origin.
Custom Max Hull Size (X Y Z) maxhullsize : If set, this will overwrite the monster's default maximum hullsize. Minimum and maximum hullsize form a solid cuboid which define the monster's collision hull. Think of them as two span-vectors originating from the monster's origin.
Sound Replacement File soundlist : Set the path to a sound replacement file for the spawned monsters. The path begins in 'svencoop/sound/mapname', whereas 'mapname' would be your map's name. You can go to the parent directory using '../'. A valid sound replacement file contains one or more lines with two sound-paths, which are separated by a space and wrapped into quotes. The first sound is the sound to be replaced. The second sound is the new sound. Sound-paths start in the sound directory. You cannot go to the parent directory using '../' in that case. These sounds do not need to be precached using a custom_precache point entity.
Monster Roaming (nodes) freeroam : Set whether monsters spawned by this squadmaker use nodes to free roam and find their way or don't use nodes at all.
Path Name path_name : Name of first path_waypoint to go to.
Entity to Guard guard_ent : If set, the monster will try to follow and protect (attack its attackers) the given entity.
Weapons weapons : You can choose which weapon the monster uses.
1 : WaitTillSeen : Monster will have it's AI disabled until it sees player (even if something starts attacking monster).
2 : Gag : Monster's idle sounds are muted at map start (until woken up).
4 : MonsterClip : Monster is affected by func_monsterclip.
16 : Prisoner : Causes the spawned monster to be an enemy regardless of the ally setting, but it won't attack or harm you in any way.
128 : WaitForScript : If set, monster won't react to anything after being spawned until it enters a scripted sequence.
256 : Pre-Disaster : Used for monster_scientist, monster_barneys e.t.c. Prevents player from using monster as his follower.
512 : Don't Fade Corpse : Prevents corpse from disappearing. Useful when we have essential (mostly friendly) NPC whose death would make map impossible to finish. If corpse never fades players can revive dead monster.
2048 : Not in Deathmatch : Obsolete in Sven Co-op. Makes the entity don't appear in Multiplayer Games.
16384 : No Dyn Collision : Set whether the spawned monsters will appear solid to each other and the players or not.