[Completed] Monster Scripts - Simulates your boss AI for you

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Hey guys, I made map scripts that can simulate RPG monster mechanics in CSGO. You no longer need to tweak monster settings through hammer editor. Just mess around with the configs, save and restart the game round.

Feel free to post your suggestions.

Scripts will be uploaded after finishing my map's prologue chapter's stages.

Latest Message from Me (4/10/2018):
Been wasting my days making main building brushes using hammer SDK. IT IS NOT POSSIBLE due to limitations of world brush.

1) It can't handle complex shape (details and smooth shape) even with vertex manipulation. You will get invalid solid structure for the brushes.
2) Rotating complex brushes will make everything run out of position. You can't snap the vertices to hammer grid is one thing. The other is that, 30 degrees angled roof becomes way too complicated to make.

So, what I'm going to do is make 3D model of the building instead. Will inform you guys within few days if it works fine or not.

Purpose of Monster Script
To introduce new type of map known as "Raid" map for CSGO players. The map prefix pretty much gonna starts with "raid_".

Most of mmorpg players if not all, should know what a raid party is. For those who don't, it's a type of mission where a number of people attempt to defeat another number of people in PvP, or defeating large amount of monsters in PVE, or defeating powerful bosses. Familiar meaning would be beating very difficult dungeons with large number of players.

In a raid mission, you need tactics and coordinations between players to complete. The map that's involved in raid mission are usually large. There can be traps, requires players to separate to accomplish some of mission objectives,clearing enemies in an area and more.

So, what these monster scripts do is simulates monster mechanics in mmorpg. Making it a part of the raid system.

Components of Raid System:
1. Objective Scripts
2. Map Mechanics (Traps, Key for Doors and etc)
3. Player Scripts (Dodge, I-Frame and etc)
4. Item Scripts (Item Usage and Restriction)
5. Monster Scripts

Please don't compare it to co-op missions. Co-op mission is meant for SMALL number of players to complete while raid mission requires LARGE number of players to do so.


1. Lesser Amount of Dynamic Entities
By using monster scripts, you can reduce the amount of DYNAMIC entities you're creating in the map. Making it lot more easy for you to add more entities since CSGO entity limit for dynamic entities (refers to entities that server needs to consider or check) is.. 2047. Seems alot? No no no. I didn't even include player's entities into the calculation yet. So, each player use 15 entity slots. 64 x 15 = 960. 2047 - 960 = 1087. Heck, that's almost half of the limit already which makes the amount of available slots is much mor lesser for mappers to use.

2. Simple Configurations
You no longer need to create too many stuffs for each type of boss or monster.
Everything has become simple by making a configuration script file to be used as a monster's settings.
Just create a new script folder for each type of monster settings you going to make and copy paste the template and mess around with the values.

3. Targeting System
No more trigger brushes. The script will deal with the targeting itself for both attacks and skills.
Searching for players within a distance? Attack player with highest damage? No problem. The system will do itself.

4. Orientation and Movement
With script, now the monster can point itself to it's target automatically. No rotating brush needed.
And, with one thruster, the script can also move in four directions. Forward, Backward, Left and Right*.

*Flying AKA Hovering support will be added after everything runs fine.

5. Attacks and Skills

6. GFX and SFX

7. Health and Overhead Health Bar Display
Math counter? HIT BASED health counter?? Trigger Multiple??? You no longer need to make those things. The monster system have those things up and running. You only need to make a single func_physbox to be used as hitbox. What's more, the AMOUNT of damage dealt to the hitbox will also be damage dealt to monster's health, making it weapon oriented damage*. You can also set damage multipler in the configurations.
To-do for Overhead Health Bar Display Descriptions.

*Damage multiplier applied on hitbox instead of individual weapons. Individual weapon damage multiplier functionality requires plugin to do so.

8. Animations
Idle Animation? Moving Animation? Attack Animation? SKILL ANIMATION? FLYING? DYING? Screw you input and output windows.
Now you don't need to setup those I/Os anymore. Let the script do those things. What you need to do is mess around with animation's configuration for the monster.

9. Patterns for Attack, Skills, and Movement

10. Scripting and Dialogues

None ATM

v0.99 - TBA
v1.0 - Unknown
« Last Edit: October 04, 2018, 07:43:25 PM by Zero »


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Reply #1 on: September 03, 2018, 04:33:21 PM
Configuration Folder Structure
vscripts/monster/configuration/<individual monster setting folder*>/
  • include.nut
  • info.nut
  • stats.nut
  • animation.nut
  • pattern.nut
  • templates.nut

*You can name the folder such as "goblin", "orc", "dragon" or "ossan" but make sure the name doesn't contain any space. Use underscore "_" instead.

Explanation on each configuration file






« Last Edit: September 30, 2018, 11:33:56 PM by Zero »


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