Used to spawn monsters (works with other stuff too e.g. items!). Very limited. Use squadmaker instead for better results and more control. You must specify monster type, otherwise it will crash the game with "Spawned a NULL entity!" error message.


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 monstermaker so other entities can trigger it to spawn monsters. With 'Cyclic' flag disabled the behaviour is based on trigger use-type: 'On'- turn spawner on, 'Off'- turn spawner off, 'Toggle'- toggle spawner. With 'Cyclic' flag enabled every trigger use-type works uniformly to spawn a single monster. Can be kill-targeted but monsters already spawned are not removed.

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.

Target On Release target : Entity to trigger whenever a monster is spawned. Trigger use-type is 'Toggle'.

Monster Type monstertype : Set the classname of the monster, weapon, item, ammunition or whatever else may be spawned by monstermaker without working incorrectly here. You must specify monster type, otherwise it will crash the game with "Spawned a NULL entity!" error message.

Childrens' Name netname : If set, everything that is spawned by this monstermaker will receive this as it's targetname.

Monster count monstercount : Total amount of monsters which can be spawned by this monstermaker. If this value runs, the monstermaker won't spawn anything anymore. Setting this to '-1' means an endless supply.

Make Player Allys respawn_as_playerally : Set whether the spawned monster is an ally or a foe of the players.

  • 0 : Default (0)
  • 1 : Opposite (1)

Frequency delay : Delay, in seconds, between spawns.

Max live children m_imaxlivechildren : Maximum amount of spawns by this monstermaker which may exist at a time. Note that for monsters, they will be counted as a live child till their corpse has faded out.

Custom Health health : If set, this will overwrite the monster's default health value managed by the skill configuration.

Path Name path_name : Name of first path_waypoint to go to.


  • 1 : Start ON : The monstermaker will start on and start spawning as soon as the map loads.

  • 4 : Cyclic : Changes the monstermaker toggle-behaviour to a single-fire-behaviour. With this flag set, the entity will spawn one time every time it is fired.

  • 8 : MonsterClip : Monsters spawned by a monstermaker with this flag set will be blocked by the func_monsterclip brush entity.

  • 1024 : No Respawn (Collectible) : If the spawned entity is a weapon, an item or ammunition, it won't respawn after being collected when this flag is set.

You must specify monster type, otherwise it will crash the game with "Spawned a NULL entity!" error message.