Env Xenmaker

env_xenmaker is a map function similar to squadmaker that when triggered spawns an NPC of your choosing but will add a teleporting effect with the spawned NPC. This is used for alien NPCs. If needed, the entity can be used without spawning anything from it, to be used purely for the portal visual effect.

{ "classname" "env_xenmaker" "targetname" "target_me" "origin" "x y z" "angles" "p y r" "trigger_condition" "c" "trigger_target" "entity_targetname" "monstertype" "monster_ " "spawnflags" "s" }

Unlike the standard monster_ entities that use TriggerCondition/TriggerTarget, care must be taken for env_xenmaker as these key names do not work- they must be written as trigger_condition and trigger_target. As to why this is, screw you that's why.

Attributes
Standard monster_ entity attributes can be used with this entity.
 * Monster Type- "monstertype" " ": The entity name of the npc can simply be inserted here to spawn the desired npc. To disable the npc being spawned i.e. use the xenmaker for the portal sprite, enable the flag No Spawn (see: Flags).

Visual Effects
A number of attributes can be set to customize the visual effect of the portal. These are optional.

Beams

 * Beam Radius- m_flBeamRadius
 * Beam Alpha- m_iBeamAlpha
 * Beam Count- m_iBeamCount
 * Beam Color- m_vBeamColor

Lights

 * Light Radius- m_flLightRadius
 * Light Color- m_vLightColor

Sprites

 * Sprite # Framerate- m_flStartpriteFramerate (1)/m_flEndSpriteFramerate (2):
 * Sprite # Scale- m_flStartpriteScale (1)/m_flEndSpriteScale (2)
 * Sprite # Alpha- m_iStartpriteAlpha (1)/m_iEndSpriteAlpha (2)
 * Sprite # Color- m_vStartpriteColor (1)/m_vEndSpriteColor (2)

Flags
"spawnflags" "s", when s equals:-
 * Try Once - 1 : This will cause the xenmaker to activate only once when triggered and ignore the check if the spawn zone is unobstructed.
 * No Spawn - 2 : Disables the npc spawning from the xenmaker, so it can be used simply for the portal effect.

Bugs

 * When multiple xenmakers activate at the same time, the spawn sounds all accumulate and is very loud.
 * The effect is missing the portal sprite when no rendering attributes are set.
 * If there is no npc defined for "monstertype", it can cause the map to crash when loading.