Of interest in all creatures are the Properties AI, Combat, Pawn, Orders, and Sounds.
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Brute.bTurret: Brute will stay in place and just shoot. | |
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(see Brute) | |
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(see Brute) | |
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Cow.bHasBaby: ## Cow.bStayClose: Cow will not wander further than WanderRadius. Cow.WanderRadius: Maximum distance cow will walk away if bStayClose is True. |
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(see Cow) | |
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bDicePlayer: Team of dice playing Kralls. bSleeping: Sleeping Krall. |
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(see Krall) | |
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(see Krall) | |
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Special animatons: bButtonPusher, bSquatter, bTalker. Has adjustable invulnurability shield. |
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(see Mercenary) | |
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Will never attack (although attack animations exist). A 'Guarding' Nali prays, an 'Ambushing' one meditates. |
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(see Nali) | |
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Can be placed on wall or ceiling, will drop off and attack automatically. | |
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Can trigger an Event by screaming. | |
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Special animation: bButtonPusher. Has a shield. Can fake death. |
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(See SkaarjTrooper) | |
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(See SkaarjTrooper) | |
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(See SkaarjTrooper) | |
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(See SkaarjTrooper) | |
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Special animation: bButtonPusher. Can fake death. |
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(See SkaarjWarrior) | |
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(See SkaarjWarrior) | |
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(See SkaarjWarrior) | |
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(See SkaarjWarrior) | |
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(See SkaarjWarrior) | |
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Should be attached to ceilings. | |
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Can trigger Events by walking and stomping. | |
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(see Titan) | |
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Can teleport away instead of dying. |
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Can fly around randomly, in a circle, or towards a goal. Make sure their airspace is clear, as birds are pretty dumb. Don't use too many of them where they can be seen from too far away - the meshes eat into your FPS time. |
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Swarm creature: do not place individually. Instead, place a BiterFishSchool. |
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Swarm creature: do not place individually. Instead, place a ParentBlob and several Bloblets, and give them all the same tag. |
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Swarm creature: do not place individually. Instead, place a HorseFlySwarm. |