Animus. Undead doll which pounces at the enemy
-------- KEYS --------
<integer key="health" name="health">monster health amount</integer>
-<integer key="netname" name="netname">waypoint name</integer>
<integer key="target_range" name="target_range">maximum targeting range. If current target is further away, it will be lost</integer>
<real key="respawntime" name="respawntime">delay in seconds before re-spawning</real>
<integer key="monster_moveflags" name="monster_moveflags">move target while not attacking. 2=wander around, 3=spawn location, 4=no moving</integer>
<targetname key="targetname" name="targetname">name that identifies this entity so it can be triggered</targetname>
<integer key="team" name="team">5=red, 14=blue</integer>
-------- SPAWNFLAGS --------
-<flag key="MONSTERFLAG_MINIBOSS" name="MINIBOSS" bit="1">Spawn as mini-boss (slightly more powerful)</flag>
-<flag key="MONSTERFLAG_APPEAR" name="APPEAR" bit="2">Spawn when triggered</flag>
-<flag key="MONSTERFLAG_NORESPAWN" name="NORESPAWN" bit="4">Don't re-spawn</flag>
-<flag key="MONSTERFLAG_FLY_VERTICAL" name="FLY_VERTICAL" bit="8">Allow flying monsters to fly up/down</flag>
+<flag key="MONSTERFLAG_MINIBOSS" name="MINIBOSS" bit="0">Spawn as mini-boss (slightly more powerful)</flag>
+<flag key="MONSTERFLAG_APPEAR" name="APPEAR" bit="1">Spawn when triggered</flag>
+<flag key="MONSTERFLAG_NORESPAWN" name="NORESPAWN" bit="2">Don't re-spawn</flag>
+<flag key="MONSTERFLAG_FLY_VERTICAL" name="FLY_VERTICAL" bit="3">Allow flying/swimming monsters to move up/down</flag>
+<flag key="MONSTERFLAG_INFRONT" name="INFRONT" bit="4">Only attack targets infront of the monster</flag>
</point>
<point name="monster_cerberus" color="1 0 0" box="-16 -16 -24 16 16 12">
Cerberus. Man's best enemy
-------- KEYS --------
<integer key="health" name="health">monster health amount</integer>
-<integer key="netname" name="netname">waypoint name</integer>
<integer key="target_range" name="target_range">maximum targeting range. If current target is further away, it will be lost</integer>
<real key="respawntime" name="respawntime">delay in seconds before re-spawning</real>
<integer key="monster_moveflags" name="monster_moveflags">move target while not attacking. 2=wander around, 3=spawn location, 4=no moving</integer>
<targetname key="targetname" name="targetname">name that identifies this entity so it can be triggered</targetname>
<integer key="team" name="team">5=red, 14=blue</integer>
-------- SPAWNFLAGS --------
-<flag key="MONSTERFLAG_MINIBOSS" name="MINIBOSS" bit="1">Spawn as mini-boss (slightly more powerful)</flag>
-<flag key="MONSTERFLAG_APPEAR" name="APPEAR" bit="2">Spawn when triggered</flag>
-<flag key="MONSTERFLAG_NORESPAWN" name="NORESPAWN" bit="4">Don't re-spawn</flag>
-<flag key="MONSTERFLAG_FLY_VERTICAL" name="FLY_VERTICAL" bit="8">Allow flying monsters to fly up/down</flag>
+<flag key="MONSTERFLAG_MINIBOSS" name="MINIBOSS" bit="0">Spawn as mini-boss (slightly more powerful)</flag>
+<flag key="MONSTERFLAG_APPEAR" name="APPEAR" bit="1">Spawn when triggered</flag>
+<flag key="MONSTERFLAG_NORESPAWN" name="NORESPAWN" bit="2">Don't re-spawn</flag>
+<flag key="MONSTERFLAG_FLY_VERTICAL" name="FLY_VERTICAL" bit="3">Allow flying/swimming monsters to move up/down</flag>
+<flag key="MONSTERFLAG_INFRONT" name="INFRONT" bit="4">Only attack targets infront of the monster</flag>
</point>
<point name="monster_stingray" color="1 0 0" box="-20 -20 -31 20 20 20">
Stingray. A swimming beast with poison stings
-------- KEYS --------
<integer key="health" name="health">monster health amount</integer>
-<integer key="netname" name="netname">waypoint name</integer>
<integer key="target_range" name="target_range">maximum targeting range. If current target is further away, it will be lost</integer>
<real key="respawntime" name="respawntime">delay in seconds before re-spawning</real>
<integer key="monster_moveflags" name="monster_moveflags">move target while not attacking. 2=wander around, 3=spawn location, 4=no moving</integer>
<targetname key="targetname" name="targetname">name that identifies this entity so it can be triggered</targetname>
<integer key="team" name="team">5=red, 14=blue</integer>
-------- SPAWNFLAGS --------
-<flag key="MONSTERFLAG_MINIBOSS" name="MINIBOSS" bit="1">Spawn as mini-boss (slightly more powerful)</flag>
-<flag key="MONSTERFLAG_APPEAR" name="APPEAR" bit="2">Spawn when triggered</flag>
-<flag key="MONSTERFLAG_NORESPAWN" name="NORESPAWN" bit="4">Don't re-spawn</flag>
-<flag key="MONSTERFLAG_FLY_VERTICAL" name="FLY_VERTICAL" bit="8">Allow flying monsters to fly up/down</flag>
+<flag key="MONSTERFLAG_MINIBOSS" name="MINIBOSS" bit="0">Spawn as mini-boss (slightly more powerful)</flag>
+<flag key="MONSTERFLAG_APPEAR" name="APPEAR" bit="1">Spawn when triggered</flag>
+<flag key="MONSTERFLAG_NORESPAWN" name="NORESPAWN" bit="2">Don't re-spawn</flag>
+<flag key="MONSTERFLAG_FLY_VERTICAL" name="FLY_VERTICAL" bit="3">Allow flying/swimming monsters to move up/down</flag>
+<flag key="MONSTERFLAG_INFRONT" name="INFRONT" bit="4">Only attack targets infront of the monster</flag>
</point>
<point name="monster_knight" color="1 0 0" box="-20 -20 -32 20 20 41">
Knight. A cursed warrior from the depths of hell
-------- KEYS --------
<integer key="health" name="health">monster health amount</integer>
-<integer key="netname" name="netname">waypoint name</integer>
<integer key="target_range" name="target_range">maximum targeting range. If current target is further away, it will be lost</integer>
<real key="respawntime" name="respawntime">delay in seconds before re-spawning</real>
<integer key="monster_moveflags" name="monster_moveflags">move target while not attacking. 2=wander around, 3=spawn location, 4=no moving</integer>
<targetname key="targetname" name="targetname">name that identifies this entity so it can be triggered</targetname>
<integer key="team" name="team">5=red, 14=blue</integer>
-------- SPAWNFLAGS --------
-<flag key="MONSTERFLAG_MINIBOSS" name="MINIBOSS" bit="1">Spawn as mini-boss (slightly more powerful)</flag>
-<flag key="MONSTERFLAG_APPEAR" name="APPEAR" bit="2">Spawn when triggered</flag>
-<flag key="MONSTERFLAG_NORESPAWN" name="NORESPAWN" bit="4">Don't re-spawn</flag>
-<flag key="MONSTERFLAG_FLY_VERTICAL" name="FLY_VERTICAL" bit="8">Allow flying monsters to fly up/down</flag>
+<flag key="MONSTERFLAG_MINIBOSS" name="MINIBOSS" bit="0">Spawn as mini-boss (slightly more powerful)</flag>
+<flag key="MONSTERFLAG_APPEAR" name="APPEAR" bit="1">Spawn when triggered</flag>
+<flag key="MONSTERFLAG_NORESPAWN" name="NORESPAWN" bit="2">Don't re-spawn</flag>
+<flag key="MONSTERFLAG_FLY_VERTICAL" name="FLY_VERTICAL" bit="3">Allow flying/swimming monsters to move up/down</flag>
+<flag key="MONSTERFLAG_INFRONT" name="INFRONT" bit="4">Only attack targets infront of the monster</flag>
</point>
<point name="monster_bruiser" color="1 0 0" box="-20 -20 -31 20 20 53">
Bruiser. A cursed medieval warrior
-------- KEYS --------
<integer key="health" name="health">monster health amount</integer>
-<integer key="netname" name="netname">waypoint name</integer>
<integer key="target_range" name="target_range">maximum targeting range. If current target is further away, it will be lost</integer>
<real key="respawntime" name="respawntime">delay in seconds before re-spawning</real>
<integer key="monster_moveflags" name="monster_moveflags">move target while not attacking. 2=wander around, 3=spawn location, 4=no moving</integer>
<targetname key="targetname" name="targetname">name that identifies this entity so it can be triggered</targetname>
<integer key="team" name="team">5=red, 14=blue</integer>
-------- SPAWNFLAGS --------
-<flag key="MONSTERFLAG_MINIBOSS" name="MINIBOSS" bit="1">Spawn as mini-boss (slightly more powerful)</flag>
-<flag key="MONSTERFLAG_APPEAR" name="APPEAR" bit="2">Spawn when triggered</flag>
-<flag key="MONSTERFLAG_NORESPAWN" name="NORESPAWN" bit="4">Don't re-spawn</flag>
-<flag key="MONSTERFLAG_FLY_VERTICAL" name="FLY_VERTICAL" bit="8">Allow flying monsters to fly up/down</flag>
+<flag key="MONSTERFLAG_MINIBOSS" name="MINIBOSS" bit="0">Spawn as mini-boss (slightly more powerful)</flag>
+<flag key="MONSTERFLAG_APPEAR" name="APPEAR" bit="1">Spawn when triggered</flag>
+<flag key="MONSTERFLAG_NORESPAWN" name="NORESPAWN" bit="2">Don't re-spawn</flag>
+<flag key="MONSTERFLAG_FLY_VERTICAL" name="FLY_VERTICAL" bit="3">Allow flying/swimming monsters to move up/down</flag>
+<flag key="MONSTERFLAG_INFRONT" name="INFRONT" bit="4">Only attack targets infront of the monster</flag>
</point>
<point name="monster_brute" color="1 0 0" box="-36 -36 -20 36 36 50">
Brute. Chops down creatures like trees
-------- KEYS --------
<integer key="health" name="health">monster health amount</integer>
-<integer key="netname" name="netname">waypoint name</integer>
<integer key="target_range" name="target_range">maximum targeting range. If current target is further away, it will be lost</integer>
<real key="respawntime" name="respawntime">delay in seconds before re-spawning</real>
<integer key="monster_moveflags" name="monster_moveflags">move target while not attacking. 2=wander around, 3=spawn location, 4=no moving</integer>
<targetname key="targetname" name="targetname">name that identifies this entity so it can be triggered</targetname>
<integer key="team" name="team">5=red, 14=blue</integer>
-------- SPAWNFLAGS --------
-<flag key="MONSTERFLAG_MINIBOSS" name="MINIBOSS" bit="1">Spawn as mini-boss (slightly more powerful)</flag>
-<flag key="MONSTERFLAG_APPEAR" name="APPEAR" bit="2">Spawn when triggered</flag>
-<flag key="MONSTERFLAG_NORESPAWN" name="NORESPAWN" bit="4">Don't re-spawn</flag>
-<flag key="MONSTERFLAG_FLY_VERTICAL" name="FLY_VERTICAL" bit="8">Allow flying monsters to fly up/down</flag>
+<flag key="MONSTERFLAG_MINIBOSS" name="MINIBOSS" bit="0">Spawn as mini-boss (slightly more powerful)</flag>
+<flag key="MONSTERFLAG_APPEAR" name="APPEAR" bit="1">Spawn when triggered</flag>
+<flag key="MONSTERFLAG_NORESPAWN" name="NORESPAWN" bit="2">Don't re-spawn</flag>
+<flag key="MONSTERFLAG_FLY_VERTICAL" name="FLY_VERTICAL" bit="3">Allow flying/swimming monsters to move up/down</flag>
+<flag key="MONSTERFLAG_INFRONT" name="INFRONT" bit="4">Only attack targets infront of the monster</flag>
</point>
<point name="monster_mage" color="1 0 0" box="-36 -36 -24 36 36 50">
Mage. Master of dark magic
-------- KEYS --------
<integer key="health" name="health">monster health amount</integer>
-<integer key="netname" name="netname">waypoint name</integer>
<integer key="target_range" name="target_range">maximum targeting range. If current target is further away, it will be lost</integer>
<real key="respawntime" name="respawntime">delay in seconds before re-spawning</real>
<integer key="monster_moveflags" name="monster_moveflags">move target while not attacking. 2=wander around, 3=spawn location, 4=no moving</integer>
<targetname key="targetname" name="targetname">name that identifies this entity so it can be triggered</targetname>
<integer key="team" name="team">5=red, 14=blue</integer>
-------- SPAWNFLAGS --------
-<flag key="MONSTERFLAG_MINIBOSS" name="MINIBOSS" bit="1">Spawn as mini-boss (slightly more powerful)</flag>
-<flag key="MONSTERFLAG_APPEAR" name="APPEAR" bit="2">Spawn when triggered</flag>
-<flag key="MONSTERFLAG_NORESPAWN" name="NORESPAWN" bit="4">Don't re-spawn</flag>
-<flag key="MONSTERFLAG_FLY_VERTICAL" name="FLY_VERTICAL" bit="8">Allow flying monsters to fly up/down</flag>
+<flag key="MONSTERFLAG_MINIBOSS" name="MINIBOSS" bit="0">Spawn as mini-boss (slightly more powerful)</flag>
+<flag key="MONSTERFLAG_APPEAR" name="APPEAR" bit="1">Spawn when triggered</flag>
+<flag key="MONSTERFLAG_NORESPAWN" name="NORESPAWN" bit="2">Don't re-spawn</flag>
+<flag key="MONSTERFLAG_FLY_VERTICAL" name="FLY_VERTICAL" bit="3">Allow flying/swimming monsters to move up/down</flag>
+<flag key="MONSTERFLAG_INFRONT" name="INFRONT" bit="4">Only attack targets infront of the monster</flag>
</point>
<point name="monster_shambler" color="1 0 0" box="-41 -41 -31 41 41 65">
Shambler. Summons lightning bolts with its large meat cleaving claws
-------- KEYS --------
<integer key="health" name="health">monster health amount</integer>
-<integer key="netname" name="netname">waypoint name</integer>
<integer key="target_range" name="target_range">maximum targeting range. If current target is further away, it will be lost</integer>
<real key="respawntime" name="respawntime">delay in seconds before re-spawning</real>
<integer key="monster_moveflags" name="monster_moveflags">move target while not attacking. 2=wander around, 3=spawn location, 4=no moving</integer>
<targetname key="targetname" name="targetname">name that identifies this entity so it can be triggered</targetname>
<integer key="team" name="team">5=red, 14=blue</integer>
-------- SPAWNFLAGS --------
-<flag key="MONSTERFLAG_MINIBOSS" name="MINIBOSS" bit="1">Spawn as mini-boss (slightly more powerful)</flag>
-<flag key="MONSTERFLAG_APPEAR" name="APPEAR" bit="2">Spawn when triggered</flag>
-<flag key="MONSTERFLAG_NORESPAWN" name="NORESPAWN" bit="4">Don't re-spawn</flag>
-<flag key="MONSTERFLAG_FLY_VERTICAL" name="FLY_VERTICAL" bit="8">Allow flying monsters to fly up/down</flag>
+<flag key="MONSTERFLAG_MINIBOSS" name="MINIBOSS" bit="0">Spawn as mini-boss (slightly more powerful)</flag>
+<flag key="MONSTERFLAG_APPEAR" name="APPEAR" bit="1">Spawn when triggered</flag>
+<flag key="MONSTERFLAG_NORESPAWN" name="NORESPAWN" bit="2">Don't re-spawn</flag>
+<flag key="MONSTERFLAG_FLY_VERTICAL" name="FLY_VERTICAL" bit="3">Allow flying/swimming monsters to move up/down</flag>
+<flag key="MONSTERFLAG_INFRONT" name="INFRONT" bit="4">Only attack targets infront of the monster</flag>
</point>
<point name="monster_spider" color="1 0 0" box="-18 -18 -25 18 18 30">
Spider. Freezing ice or burning fire web, both lead to an 8-legged grave
-------- KEYS --------
<integer key="health" name="health">monster health amount</integer>
-<integer key="netname" name="netname">waypoint name</integer>
<integer key="spider_type" name="spider_type">spider attack type. 1=ice, 2=fire</integer>
<integer key="target_range" name="target_range">maximum targeting range. If current target is further away, it will be lost</integer>
<real key="respawntime" name="respawntime">delay in seconds before re-spawning</real>
<targetname key="targetname" name="targetname">name that identifies this entity so it can be triggered</targetname>
<integer key="team" name="team">5=red, 14=blue</integer>
-------- SPAWNFLAGS --------
-<flag key="MONSTERFLAG_MINIBOSS" name="MINIBOSS" bit="1">Spawn as mini-boss (slightly more powerful)</flag>
-<flag key="MONSTERFLAG_APPEAR" name="APPEAR" bit="2">Spawn when triggered</flag>
-<flag key="MONSTERFLAG_NORESPAWN" name="NORESPAWN" bit="4">Don't re-spawn</flag>
-<flag key="MONSTERFLAG_FLY_VERTICAL" name="FLY_VERTICAL" bit="8">Allow flying monsters to fly up/down</flag>
+<flag key="MONSTERFLAG_MINIBOSS" name="MINIBOSS" bit="0">Spawn as mini-boss (slightly more powerful)</flag>
+<flag key="MONSTERFLAG_APPEAR" name="APPEAR" bit="1">Spawn when triggered</flag>
+<flag key="MONSTERFLAG_NORESPAWN" name="NORESPAWN" bit="2">Don't re-spawn</flag>
+<flag key="MONSTERFLAG_FLY_VERTICAL" name="FLY_VERTICAL" bit="3">Allow flying/swimming monsters to move up/down</flag>
+<flag key="MONSTERFLAG_INFRONT" name="INFRONT" bit="4">Only attack targets infront of the monster</flag>
</point>
<point name="monster_slime" color="1 0 0" box="-20 -20 -31 20 20 20">
Slime. A slimy explosives experiment come to life
-------- KEYS --------
<integer key="health" name="health">monster health amount</integer>
-<integer key="netname" name="netname">waypoint name</integer>
<integer key="target_range" name="target_range">maximum targeting range. If current target is further away, it will be lost</integer>
<real key="respawntime" name="respawntime">delay in seconds before re-spawning</real>
<integer key="monster_moveflags" name="monster_moveflags">move target while not attacking. 2=wander around, 3=spawn location, 4=no moving</integer>
<targetname key="targetname" name="targetname">name that identifies this entity so it can be triggered</targetname>
<integer key="team" name="team">5=red, 14=blue</integer>
-------- SPAWNFLAGS --------
-<flag key="MONSTERFLAG_MINIBOSS" name="MINIBOSS" bit="1">Spawn as mini-boss (slightly more powerful)</flag>
-<flag key="MONSTERFLAG_APPEAR" name="APPEAR" bit="2">Spawn when triggered</flag>
-<flag key="MONSTERFLAG_NORESPAWN" name="NORESPAWN" bit="4">Don't re-spawn</flag>
-<flag key="MONSTERFLAG_FLY_VERTICAL" name="FLY_VERTICAL" bit="8">Allow flying monsters to fly up/down</flag>
+<flag key="MONSTERFLAG_MINIBOSS" name="MINIBOSS" bit="0">Spawn as mini-boss (slightly more powerful)</flag>
+<flag key="MONSTERFLAG_APPEAR" name="APPEAR" bit="1">Spawn when triggered</flag>
+<flag key="MONSTERFLAG_NORESPAWN" name="NORESPAWN" bit="2">Don't re-spawn</flag>
+<flag key="MONSTERFLAG_FLY_VERTICAL" name="FLY_VERTICAL" bit="3">Allow flying/swimming monsters to move up/down</flag>
+<flag key="MONSTERFLAG_INFRONT" name="INFRONT" bit="4">Only attack targets infront of the monster</flag>
</point>
<point name="monster_wyvern" color="1 0 0" box="-20 -20 -58 20 20 20">
Wyvern. Flies around shooting fireballs
-------- KEYS --------
<integer key="health" name="health">monster health amount</integer>
-<integer key="netname" name="netname">waypoint name</integer>
<integer key="target_range" name="target_range">maximum targeting range. If current target is further away, it will be lost</integer>
<real key="respawntime" name="respawntime">delay in seconds before re-spawning</real>
<integer key="monster_moveflags" name="monster_moveflags">move target while not attacking. 2=wander around, 3=spawn location, 4=no moving</integer>
<targetname key="targetname" name="targetname">name that identifies this entity so it can be triggered</targetname>
<integer key="team" name="team">5=red, 14=blue</integer>
-------- SPAWNFLAGS --------
-<flag key="MONSTERFLAG_MINIBOSS" name="MINIBOSS" bit="1">Spawn as mini-boss (slightly more powerful)</flag>
-<flag key="MONSTERFLAG_APPEAR" name="APPEAR" bit="2">Spawn when triggered</flag>
-<flag key="MONSTERFLAG_NORESPAWN" name="NORESPAWN" bit="4">Don't re-spawn</flag>
-<flag key="MONSTERFLAG_FLY_VERTICAL" name="FLY_VERTICAL" bit="8">Allow flying monsters to fly up/down</flag>
+<flag key="MONSTERFLAG_MINIBOSS" name="MINIBOSS" bit="0">Spawn as mini-boss (slightly more powerful)</flag>
+<flag key="MONSTERFLAG_APPEAR" name="APPEAR" bit="1">Spawn when triggered</flag>
+<flag key="MONSTERFLAG_NORESPAWN" name="NORESPAWN" bit="2">Don't re-spawn</flag>
+<flag key="MONSTERFLAG_FLY_VERTICAL" name="FLY_VERTICAL" bit="3">Allow flying/swimming monsters to move up/down</flag>
+<flag key="MONSTERFLAG_INFRONT" name="INFRONT" bit="4">Only attack targets infront of the monster</flag>
</point>
<point name="monster_zombie" color="1 0 0" box="-18 -18 -25 18 18 47">
Braaaiins!
-------- KEYS --------
<integer key="health" name="health">monster health amount</integer>
-<integer key="netname" name="netname">waypoint name</integer>
<integer key="target_range" name="target_range">maximum targeting range. If current target is further away, it will be lost</integer>
<real key="respawntime" name="respawntime">delay in seconds before re-spawning</real>
<integer key="monster_moveflags" name="monster_moveflags">move target while not attacking. 2=wander around, 3=spawn location, 4=no moving</integer>
<targetname key="targetname" name="targetname">name that identifies this entity so it can be triggered</targetname>
<integer key="team" name="team">5=red, 14=blue</integer>
-------- SPAWNFLAGS --------
-<flag key="MONSTERFLAG_MINIBOSS" name="MINIBOSS" bit="1">Spawn as mini-boss (slightly more powerful)</flag>
-<flag key="MONSTERFLAG_APPEAR" name="APPEAR" bit="2">Spawn when triggered</flag>
-<flag key="MONSTERFLAG_NORESPAWN" name="NORESPAWN" bit="4">Don't re-spawn</flag>
-<flag key="MONSTERFLAG_FLY_VERTICAL" name="FLY_VERTICAL" bit="8">Allow flying monsters to fly up/down</flag>
+<flag key="MONSTERFLAG_MINIBOSS" name="MINIBOSS" bit="0">Spawn as mini-boss (slightly more powerful)</flag>
+<flag key="MONSTERFLAG_APPEAR" name="APPEAR" bit="1">Spawn when triggered</flag>
+<flag key="MONSTERFLAG_NORESPAWN" name="NORESPAWN" bit="2">Don't re-spawn</flag>
+<flag key="MONSTERFLAG_FLY_VERTICAL" name="FLY_VERTICAL" bit="3">Allow flying/swimming monsters to move up/down</flag>
+<flag key="MONSTERFLAG_INFRONT" name="INFRONT" bit="4">Only attack targets infront of the monster</flag>
</point>
<group name="nexball_redgoal" color="1 0 0">