The most safe way is to copy original warg asset and just change what you want to change (e.c. health, drop etc...)
Code: Select all
defineObject{
baseObject = "base_monster",
name = "cromrcom_sand_warg",
components = {
{
name = "model",
class = "Model",
storeSourceData = true,
model = "assets/models/monsters/sand_warg.fbx"
},
{
animations = {
fall = "assets/animations/monsters/sand_warg/sand_warg_get_hit_front_left.fbx",
attack = "assets/animations/monsters/sand_warg/sand_warg_attack.fbx",
turnRight = "assets/animations/monsters/sand_warg/sand_warg_turn_right.fbx",
moveForwardTurnRight = "assets/animations/monsters/sand_warg/sand_warg_walk_turn_right.fbx",
getHitFrontLeft = "assets/animations/monsters/sand_warg/sand_warg_get_hit_front_left.fbx",
getHitBack = "assets/animations/monsters/sand_warg/sand_warg_get_hit_back.fbx",
getHitFrontRight = "assets/animations/monsters/sand_warg/sand_warg_get_hit_front_right.fbx",
moveForwardTurnLeft = "assets/animations/monsters/sand_warg/sand_warg_walk_turn_left.fbx",
howl = "assets/animations/monsters/sand_warg/sand_warg_howl.fbx",
moveForward = "assets/animations/monsters/sand_warg/sand_warg_walk.fbx",
turnLeft = "assets/animations/monsters/sand_warg/sand_warg_turn_left.fbx",
idle = "assets/animations/monsters/sand_warg/sand_warg_idle.fbx",
getHitLeft = "assets/animations/monsters/sand_warg/sand_warg_get_hit_left.fbx",
getHitRight = "assets/animations/monsters/sand_warg/sand_warg_get_hit_right.fbx"
},
class = "Animation",
name = "animation",
currentLevelOnly = true
},
{
lootDrop = {
75,
"warg_meat",
10,
"warg_meat"
},
hitSound = "warg_hit",
resistances = {
poison = "weak"
},
health = 400,
class = "Monster",
traits = {
"animal"
},
meshName = "sand_warg_mesh",
headRotation = {
90,
0,
0,
0 },
exp = 350,
hitEffect = "hit_blood_black",
capsuleRadius = 0.7,
dieSound = "warg_die",
name = "monster",
capsuleHeight = 0.2
},
{
class = "WargBrain",
name = "brain",
sight = 5
},
{
sound = "warg_walk",
class = "MonsterMove",
name = "move",
cooldown = 0.5
},
{
sound = "warg_walk",
class = "MonsterTurn",
resetBasicAttack = true,
name = "turn"
},
{
resetBasicAttack = true,
turnDir = 1,
cooldown = 2,
sound = "warg_walk",
class = "MonsterMove",
name = "moveForwardAndTurnRight",
animations = {
forward = "moveForwardTurnRight"
}
},
{
resetBasicAttack = true,
turnDir = -1,
cooldown = 2,
sound = "warg_walk",
class = "MonsterMove",
name = "moveForwardAndTurnLeft",
animations = {
forward = "moveForwardTurnLeft"
}
},
{
woundChance = 30,
pierce = 5,
class = "MonsterAttack",
accuracy = 15,
cooldown = 3,
sound = "warg_attack",
screenEffect = "damage_screen",
name = "basicAttack",
attackPower = 35
},
{
animation = "howl",
class = "MonsterAction",
name = "howl",
cooldown = 60
}
}
}