
Monsters · R.E.P.O. v0.4.0 · read from a local copy
The hunter and the gun it carries
The hunter has a state, an animator and a switch for whether it is always active.
The hunter is a monster that shoots: the game gives it a gun with its own aiming transforms, aim springs, a shot effect and hit effect, and its own sounds for firing, hitting and dying.
What the game establishes
- The hunter has a state, an animator and a switch for whether it is always active. (checked against the game's own files)
- Its gun has separate transforms for aiming the weapon and for the tip of the barrel. (checked against the game's own files)
- Its aim is carried on a horizontal and a vertical spring. (checked against the game's own files)
- It investigates with a ray of its own, drawn as a line with a width curve. (checked against the game's own files)
- Firing, being hit and dying each have their own effect and transform. (checked against the game's own files)
- It has sounds for shooting, for a shot heard across the level, for being hurt, for hitting a player and for dying. (checked against the game's own files)
- It carries a collider of its own for being hurt. (checked against the game's own files)
- Its footsteps come in a short and a long version, and it has a sound for leaving. (checked against the game's own files)
- Reloading has two sounds, and starting to aim has a local and a global version. (checked against the game's own files)
- Its gun has a long and a short report, and its arrival is drawn by a teleport effect. (checked against the game's own files)
- It has a humming sound of its own, with separate local and global clips for the start of an aim. (checked against the game's own files)
In play
The hunter is not a monster that grabs. It is a monster that shoots, and the game gives it a weapon with parts of its own rather than only an attack animation.
It has a state, an animator and a switch for whether it is always active. That switch means the same monster can be used in two ways: one that waits for a reason to act and one that is already hunting before you notice it.
The gun has its own transforms. There is one for aiming the weapon and one for the tip of the barrel, kept apart from the aim of the body, which is why the shot can come from where the barrel points rather than from the middle of the monster.
Its aim is carried on springs. A horizontal and a vertical spring sit behind the aiming, so the gun lags and settles rather than snapping instantly onto a player.
It investigates with a ray of its own. There is a transform for that ray and a line drawn with a width curve, which is how the game can show a monster looking along a line rather than only deciding that it has seen something.
Firing and being hit each have their own effect and their own position. The shot, the hit and the death each have effects of their own, so what happens to the hunter is visible in three separate ways.
It is also audible. There are sounds for shooting, for a shot heard across the level, for being hurt, for hitting a player and for dying, and it carries a collider for being hurt like the rest of the monsters.
It hums while it works. There is a humming sound of its own along with local and global clips for the moment it starts to aim, which is why the warning reaches the target and the rest of the crew separately.
What this entry does not tell you: how much damage a shot does, how far it reaches, or how quickly the hunter aims. We have not verified those numbers, so we do not print them.
Related
MonstersEnemies and what they doThe game defines several distinct monsters rather than one enemy type.
How the game behavesHow a monster sees youA monster has a vision point and a vision distance of its own.Version and sources
A local copy of the game, read only. The grounding for each fact is listed on the technical reference pages; nothing here is estimated. Documented build: 0.4.0.