=============================================================== [B]SLITHAR INSTRUCTIONS[/b] (Wordwrap this) First, I want to congratulate Foamy on being the first to make a monster request [i]so[/i] complex, that it is the first to have it's own folder. I couldn't get [i]exactly[/i] what you wanted, as there's simply no way that I can guarantee Slithar will make it to a location without teleporting. As such, I've given you a few control options. All of Slithar's scripts are now in his own folder, and so is he, so update accordingly: Slithar's new script (to spawn slithar): [b]slithar/slithar[/b] Use that instead of monsters/snake_lord, as we'll probably wind up using snake_lord for a more generic version of Slithar later on some desert map. Now... Onto his scripts. When he reaches half health, he will fire the following map event: [i]slithar_half[/i] At this point you may use that trigger to spawn one of the following scripts (via msmonster_xxx or ms_npc): [b]slithar/lure[/b] - This creates a lure that Slithar will do everything in his power to move towards post-haste. He will jump, ignore players, and wiggle a bit if he gets stuck. When he reaches the lure, he will fire the map event "slithar_escaped", the lure will be deleted, and he will immediately resume normal combat behavior. The lure is invisible, invulnerable, and dimensionless, and thus ignored by pretty much everything but Slithar. [b]slithar/teleport[/b] - This makes snazzy FX where pillars of lightning will appear around Slithar and his destination (ie. where you spawn this). He will then fade away, a green beam will be drawn to this destination, and, along with some sploding green stuff, he will reappear at the destination. Once he gets here, he will fire the map event "slithar_escaped". He will be invulnerable, and will not move until slithar/resume is spawned (see below). The slithar/teleport script, is ignored by everything, just as slithar/lure, and is removed when he completes his teleport. (He *should* be facing the same yaw direction as the slithar/teleport script entity was.) [b]slithar/lure_tele[/b] - This [i]combines[/i] the effects of the previous two scripts. Slithar will treat this as slithar/lure for 10 seconds. If he fails to reach it in that time, he will teleport to it, as in the with slithar/teleport. [b]slithar/resume[/b] - This can be spawned anywhere, and is a temporary entity that simply makes Slithar vulnerable again, and causes him to resume normal combat behavior. Like the others, it removes itself after its task is complete. [b]slithar/stop[/b] - Causes slithar to stop in place and become invulnerable. He will ignore anything and everything until slithar/resume is spawned. This is a temporary entity. ANY of these scripts can be used [i]repeatedly[/i] but each use must have it's own msarea_monsterspawn (exception: slithar/resume can be called multiple times from the same spawn). I suggest leaving a few seconds between teleports though, as the fx are edict heavy. Multiple lure's present a the same time may also have odd effects (untested). Note that the "killtarget" map trigger is likely [i]not[/i] activated when any of these scripts remove themselves (save for Slithar himself), so you can't depend on it to determine when their tasks are completed. (Use slithar_escaped trigger) ===============================================================