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- ;------------------------------------------------------------------------------
- ; The .god file for T4
- ;------------------------------------------------------------------------------
- ;
- ; Refer to Main.god for an overview of the .god files.
- ;
- ;------------------------------------------------------------------------------
-
- #include "Gods\Path.god"
- #include "Gods\PathNode.god"
-
- #include "Gods\NavigationLink.god"
- #include "Gods\NavigationNode.god"
-
- #include "Gods\Materials.god"
-
- #include "Gods\Shared\Causes.god" ; The shared causes
- #include "Gods\Shared\Events.god" ; The shared events
- #include "Gods\Shared\LinkConditionals.god" ; The shared link conditionals.
- #include "Gods\Causes.god" ; The game-specific causes
- #include "Gods\Events.god" ; The game-specific events
- #include "Gods\Conditionals.god" ; The game-specific conditionals
-
- #include "Gods\Collision.god"
-
- #include "Gods\Mode.god"
-
- #include "Gods\Shared\Actors.god"
- #include "Gods\Shared\Cameras.god"
-
- #include "Gods\FaceFlags.god"
-
- ;------------------------------------------------------------------------------
- ; Base AI
- ;------------------------------------------------------------------------------
- *OBJECT = "TurokAIObject"
- {
- *NAME = "TurokAI"
- *INHERITS = "Object"
-
- *VARIABLES =
- {
- *Combo = "TurokAIType"
- {
- *Usage = "Protected"
- *DisplayName = "Turok AI Type"
- *Value = 0
- *Comment = "The Turok AI type."
-
- *ComboList =
- {
- "0 - None",
- "1 - Enemy",
- "2 - Player",
- "3 - Ally",
- "4 - Neutral Aggressive",
- "5 - Passive Aggressive",
- "6 - Passive Neutral"
- }
- }
-
- *FLOAT = "VisionEyeHeight"
- {
- *Usage = "Protected"
- *VALUE = 1
- *DISPLAYNAME = "Vision Eye Height"
- *Comment = "Eye Height for vision test"
- }
-
- *FLOAT = "ShallowWaterHeight"
- {
- *Usage = "Protected"
- *VALUE = 1
- *DISPLAYNAME = "Shallow Water Height"
- *Comment = "The height at which ai is considered in shallow water"
- }
-
- *FLOAT = "AimAtHeight"
- {
- *Usage = "Protected"
- *VALUE = 1.0f
- *DISPLAYNAME = "Aim At Height"
- *Comment = "The height at which to aim at this AI"
- }
-
- *FLOAT = "AIRadius"
- {
- *Usage = "Protected"
- *VALUE = 0.5f
- *DISPLAYNAME = "AI Radius"
- *Comment = "The radius size of this AI"
- }
-
- *FLOAT = "FDMult"
- {
- *VALUE = 1.0f
- *DISPLAYNAME = "Fire Damage Multiplier"
- *Min = 0.0
- *Comment = "1.0 is normal"
- *Comment = "0.0 is impervious to fire"
- }
-
- *Combo = "LTarg"
- {
- *DisplayName = "Lockable target?"
- *Value = 0
- *ComboList =
- {
- "Nope",
- "Regular",
- "Primary"
- }
- }
-
- *FLOAT = "PointValue"
- {
- *Usage = "Public"
- *VALUE = 0.0f
- *DISPLAYNAME = "Point Value"
- *Comment = "The value of this Object. Can be used for scoring etc."
- }
-
- *BOOL = "IgnoreNav"
- {
- *Usage = "Protected"
- *VALUE = 0
- *DISPLAYNAME = "Ignore Nav Data"
- *Comment = "Ignore Nav Data"
- }
-
-
- *Group = "Multiplayer Scaling"
- {
- *BOOL = "MPSOnOff"
- {
- *VALUE = "False"
- *DISPLAYNAME = "Enable"
- *Comment = "Use multiplayer scaling on this actor?"
- }
-
- *FLOAT = "MPSFar"
- {
- *VALUE = 100.0f
- *DISPLAYNAME = "Far distance"
- *Comment = "The distance away from the view"
- *Comment = "that the scale will start."
- }
-
- *FLOAT = "MPSMid"
- {
- *VALUE = 50
- *DISPLAYNAME = "Mid distance"
- *Comment = "The distance away from the view"
- *Comment = "that the scale will be biggest."
- }
-
- *FLOAT = "MPSNea"
- {
- *VALUE = 10
- *DISPLAYNAME = "Near distance"
- *Comment = "The distance away from the view"
- *Comment = "that the scale will be back to normal."
- }
-
- *FLOAT = "MPSSca"
- {
- *VALUE = 10.0f
- *DISPLAYNAME = "Scale multiplier"
- *Comment = "Mid distance scale."
- }
-
- }
-
- *Group = "Accessories"
- {
- *Comment = "Attached items"
-
- *FilePick = "AccessoryName1"
- {
- *DISPLAYNAME = "Accessory1"
- *Value = ""
- *Directory = "$\Data\Actors"
- *Extension = "atr"
- }
- *String = "AccessoryPoint1"
- {
- *DisplayName = "Hotpoint1"
- *Value = ""
- *Comment = "The hotpoint to attach the accessory to"
- }
-
- *FilePick = "AccessoryName2"
- {
- *DISPLAYNAME = "Accessory2"
- *Value = ""
- *Directory = "$\Data\Actors"
- *Extension = "atr"
- }
- *String = "AccessoryPoint2"
- {
- *DisplayName = "Hotpoint2"
- *Value = ""
- *Comment = "The hotpoint to attach the accessory to"
- }
-
- *FilePick = "AccessoryName3"
- {
- *DISPLAYNAME = "Accessory3"
- *Value = ""
- *Directory = "$\Data\Actors"
- *Extension = "atr"
- }
- *String = "AccessoryPoint3"
- {
- *DisplayName = "Hotpoint3"
- *Value = ""
- *Comment = "The hotpoint to attach the accessory to"
- }
-
- }
-
- *Group = "Path Speed Match"
- {
- *Comment = "Path Speed Match"
-
- *BOOL = "PSMONOFF"
- {
- *VALUE = "False"
- *DISPLAYNAME = "Enable"
- *Comment = "Should this actor speed match with the player?"
- }
-
- *FLOAT = "PSMPOS"
- {
- *VALUE = 30.0f
- *DISPLAYNAME = "Infont/Behind position (meters)"
- *Comment = "Offset that this actor will stay compared to the player. "
- *Comment = "i.e."
- *Comment = "If this value is 10.0f then this actor will try and stay 10 meters ahead of the player."
- *Comment = "If this value is -20.0f then this actor will try and stay 20 meters behind the player."
- }
-
- *FLOAT = "PSMACCEL"
- {
- *VALUE = 0.15f
- *MIN = 0.0f
- *DISPLAYNAME = "Accel"
- *Comment = "Rate at which this actor will accelerate to match get into position."
- }
-
- *FLOAT = "PSMDECEL"
- {
- *VALUE = 0.15f
- *MIN = 0.0f
- *DISPLAYNAME = "Decel"
- *Comment = "Rate at which this actor will Decelerate to match get into position."
- }
- }
- }
- }
-
-
- *OBJECT = "Rocket1Actor"
- {
- *NAME = "Rocket1Actor"
- *INHERITS = "Actor"
- *TYPE = "OBJECT"
- *UseInActorEd = "True"
- *Variables =
- {
- *FilePick = "ShellName"
- {
- *DisplayName = "Shell Name"
- *Value = ""
- *Directory = "$\Data\Particle\"
- *Extension = "par"
- *Extension = "eff"
- *Comment = "The particle used for the basic ordinance shell."
- }
- *FilePick = "ExplosionName"
- {
- *DisplayName = "Explosion Name"
- *Value = ""
- *Directory = "$\Data\Particle\"
- *Extension = "par"
- *Extension = "eff"
- *Comment = "The particle used for the collision explosion."
- }
- *FilePick = "BallisticName"
- {
- *DisplayName = "Ballistic Name"
- *Value = ""
- *Directory = "$\Data\Particle\"
- *Extension = "par"
- *Extension = "eff"
- *Comment = "The particle used for the travelling rocket."
- }
- *Float = "Speed"
- {
- *Value = 0.3f
- *DISPLAYNAME = "Rocket Speed"
- *Comment = "Velocity that the Rocket uses."
- }
- *Float = "MaxTurn"
- {
- *Value = 0.2f
- *DISPLAYNAME = "Max Turn Rate"
- *Comment = "Maximum angle percentage a rocket can turn per update."
- *Comment = "(1.0 == aim right at enemy . . . 0.0 == never turn his way)"
- }
- }
- }
-
- *OBJECT = "Rocket2Actor"
- {
- *NAME = "Rocket2Actor"
- *INHERITS = "Actor"
- *TYPE = "OBJECT"
- *UseInActorEd = "True"
- }
-
- *OBJECT = "Rocket3Actor"
- {
- *NAME = "Rocket3Actor"
- *INHERITS = "Actor"
- *TYPE = "OBJECT"
- *UseInActorEd = "True"
-
- *Variables =
- {
- *FilePick = "ExplosionName"
- {
- *DisplayName = "Explosion Name"
- *Value = ""
- *Directory = "$\Data\Particle\"
- *Extension = "par"
- *Extension = "eff"
- *Comment = "The particle used for the SwarmBore Explosion."
- }
- *FilePick = "BoreActorName"
- {
- *DisplayName = "Bore Actor Name"
- *Value = ""
- *Directory = "$\Data\Actors\"
- *Extension = "atr"
- *Comment = "The actor used to control the swarm bore."
- }
- *Float = "Speed"
- {
- *Value = 0.3f
- *DISPLAYNAME = "Rocket Speed"
- *Comment = "Velocity that the Rocket uses."
- }
- *Float = "MaxTurn"
- {
- *Value = 0.2f
- *DISPLAYNAME = "Max Turn Rate"
- *Comment = "Maximum angle percentage a rocket can turn per update."
- *Comment = "(1.0 == aim right at enemy . . . 0.0 == never turn his way)"
- }
- }
- }
-
- *OBJECT = "SwarmBore"
- {
- *NAME = "SwarmBore"
- *INHERITS = "Actor"
- *TYPE = "OBJECT"
- *UseInActorEd = "True"
-
- *Variables =
- {
- *FilePick = "FlareParticle"
- {
- *DisplayName = "Flare Particle Name"
- *Value = ""
- *Directory = "$\Data\Particle\"
- *Extension = "par"
- *Extension = "eff"
- *Comment = "The particle used for the travelling SwarmBore."
- }
- *Float = "Speed"
- {
- *Value = 0.3f
- *DISPLAYNAME = "Rocket Speed"
- *Comment = "Velocity that the Rocket uses."
- }
- *Float = "MaxTurn"
- {
- *Value = 0.2f
- *DISPLAYNAME = "Max Turn Rate"
- *Comment = "Maximum angle percentage a rocket can turn per update."
- *Comment = "(1.0 == aim right at enemy . . . 0.0 == never turn his way)"
- }
- }
- }
-
- *OBJECT = "SmartBullet"
- {
- *NAME = "SmartBullet"
- *INHERITS = "Actor"
- *TYPE = "OBJECT"
- *UseInActorEd = "True"
-
- *Variables =
- {
- *Float = "Speed"
- {
- *Value = 0.3f
- *DISPLAYNAME = "Rocket Speed"
- *Comment = "Velocity that the Rocket uses."
- }
- *Float = "MaxTurn"
- {
- *Value = 0.2f
- *DISPLAYNAME = "Max Turn Rate"
- *Comment = "Maximum angle percentage a rocket can turn per update."
- *Comment = "(1.0 == aim right at enemy . . . 0.0 == never turn his way)"
- }
- }
- }
-
-
- *OBJECT = "WeaponWheelMesh"
- {
- *NAME = "WeaponWheelMesh"
- *INHERITS = "Actor"
- *TYPE = "OBJECT"
- *UseInActorEd = "True"
- }
-
-
-
- *OBJECT = "RocketPteranadonActor"
- {
- *NAME = "RocketPteranadon"
- *INHERITS = "Actor"
- *TYPE = "OBJECT"
- *UseInActorEd = "True"
- }
-
- *OBJECT = "SkyObject"
- {
- *NAME = "Sky"
- *INHERITS = "Actor"
- *TYPE = "OBJECT"
- *UseInActorEd = "True"
-
- *Group = "Location Offset"
- {
- *FLOAT = "X"
- {
- *VALUE = 0
- *MIN = -100000000000
- *DISPLAYNAME = "X"
- *DISPLAYASDISC = "255,0,0"
- *Comment = "Offset for sky sphere based on TalSet's eyeheight."
- }
- *FLOAT = "Y"
- {
- *VALUE = 0
- *MIN = -100000000000
- *DISPLAYNAME = "Y"
- *DISPLAYASDISC = "255,0,0"
- *Comment = "Offset for sky sphere based on TalSet's eyeheight."
- }
- *FLOAT = "Z"
- {
- *VALUE = 0
- *MIN = -100000000000
- *DISPLAYNAME = "Z"
- *DISPLAYASDISC = "255,0,0"
- *Comment = "Offset for sky sphere based on TalSet's eyeheight."
- }
- }
- }
-
- *OBJECT = "Lock2DObject"
- {
- *NAME = "Lock2D"
- *INHERITS = "Actor"
- *TYPE = "OBJECT"
- *UseInActorEd = "True"
-
- *Group = "Location"
- {
- *FLOAT = "X"
- {
- *VALUE = 0
- *MIN = 0
- *DISPLAYNAME = "X"
- *DISPLAYASDISC = "255,0,0"
- *Comment = "Location for TalSet to always stand in."
- }
- *FLOAT = "Y"
- {
- *VALUE = 0
- *MIN = 0
- *DISPLAYNAME = "Y"
- *DISPLAYASDISC = "255,0,0"
- *Comment = "Location for TalSet to always stand in."
- }
- *FLOAT = "Z"
- {
- *VALUE = 0
- *MIN = 0
- *DISPLAYNAME = "Z"
- *DISPLAYASDISC = "255,0,0"
- *Comment = "Location for TalSet to always stand in."
- }
- }
- *Group = "Direction"
- {
- *FLOAT = "Pitch"
- {
- *VALUE = 0
- *MIN = 0
- *DISPLAYNAME = "Pitch"
- *DISPLAYASDISC = "255,0,0"
- *Comment = "Direction TalSet will always face."
- }
- *FLOAT = "Yaw"
- {
- *VALUE = 0
- *MIN = 0
- *DISPLAYNAME = "Yaw"
- *DISPLAYASDISC = "255,0,0"
- *Comment = "Direction TalSet will always face."
- }
- *FLOAT = "Roll"
- {
- *VALUE = 0
- *MIN = 0
- *DISPLAYNAME = "Roll"
- *DISPLAYASDISC = "255,0,0"
- *Comment = "Direction TalSet will always face."
- }
- }
- }
-
-
- ;------------------------------------------------------------------------------
- ; Enemy AI
- ;------------------------------------------------------------------------------
- *OBJECT = "EnemyAIObject"
- {
- *NAME = "EnemyAI"
- *INHERITS = "TurokAIObject"
- *TYPE = "OBJECT"
-
- *AIMODES =
- {
- Idle,
- AlertIdle,
- CrouchIdle,
- ProneIdle,
- RotateLeft,
- RotateRight,
- AlertRotateLeft,
- AlertRotateRight,
- StandingSleep,
- Walk,
- AlertWalk,
- CrouchWalk,
- ProneCrawl,
- Run,
- AlertRun,
- FireRun,
- FireStarter,
- FireDeath,
- Fall,
- ExaggeratedFall,
- FallDeath,
- Jump,
- Climb,
- ClimbEnd,
- HangClimb,
- Damaged,
- Death,
- PoisonDamage,
- PoisonDeath,
- ExplosionDeath,
- ExplosionDamage,
- ImplodeDeath,
- GravityHeld,
- Attack,
- SecondAttack,
- ThirdAttack,
- FourthAttack,
- FifthAttack,
- CrouchAttack,
- ProneAttack,
- UnderwaterIdle,
- UnderwaterSwim,
- WatersurfaceIdle,
- WatersurfaceSwim,
- SwimmingAttack,
- SquatIdle,
- Taunt,
- Talk,
- Special1,
- Special2,
- Special3,
- Special4
- }
-
- *VARIABLES =
- {
-
- *Group = "Detection"
- {
- *Comment = "Sight, sound and smell detection parameters."
-
- *BOOL = "IGNOREPLAYER"
- {
- *VALUE = "False"
- *DISPLAYNAME = "Ignore Player?"
- *Comment = "No detection. Ignores player."
- }
-
- *BOOL = "ProvokeOnly"
- {
- *VALUE = "False"
- *DISPLAYNAME = "Respond Only To Provoked"
- *Comment = "AI only selects a target when attacked by it."
- }
-
- *BOOL = "CONEVISION"
- {
- *VALUE = "True"
- *DISPLAYNAME = "Cone Vision?"
- *Comment = "True for forward cone sight."
- *Comment = "False for 360 degree sight."
- }
-
-
- *FLOAT = "SIGHTRADIUS"
- {
- *VALUE = 20
- *MIN = 0
- *DISPLAYNAME = "Sight Radius"
- *DISPLAYASDISC = "255,0,0"
- *Comment = "Distance the AI can see."
- }
-
- *FLOAT = "SXZAngle"
- {
- *VALUE = 90
- *MIN = 0
- *DISPLAYNAME = "Cone XZ Angle"
- *Comment = "XZ Angle for cone vision."
- }
-
- *FLOAT = "SYAngle"
- {
- *VALUE = 45
- *MIN = 0
- *DISPLAYNAME = "Cone Y Angle"
- *Comment = "Y Angle for cone vision."
- }
-
- *FLOAT = "SOUNDRADIUS"
- {
- *VALUE = 30
- *MIN = 0
- *DISPLAYNAME = "Sound Radius"
- *DISPLAYASDISC = "205,120,30"
- *Comment = "Distance the AI can hear."
- }
-
- *FLOAT = "LostContactResetTime"
- {
- *VALUE = -1.0
- *DISPLAYNAME = "Lost Contact Reset Time"
- }
-
- *BOOL = "IgnAlBox"
- {
- *VALUE = "false"
- *DISPLAYNAME = "Ignore Alarm Boxes?"
- *Comment = "True - ignores alarms"
- *Comment = "False - responds to alarms."
- }
-
- *BOOL = "OnlyPTarget"
- {
- *VALUE = "false"
- *DISPLAYNAME = "Only Player Target"
- *Comment = "True - The player is the only actor that will be considered for targetting"
- *Comment = "False - Or not."
- }
-
-
- *BOOL = "HasPTarget"
- {
- *VALUE = "false"
- *DISPLAYNAME = "Always Detects Player"
- *Comment = "True - Always detects player as a target, even if it can't normally detect him"
- *Comment = "False - Or not."
- }
-
- *BOOL = "HasSTarget"
- {
- *VALUE = "false"
- *DISPLAYNAME = "Shooter is Target"
- *Comment = "True - Has shooter as a target, even if it can't normally detect him"
- *Comment = "False - Or not."
- }
-
- }
-
- *Group = "Movement"
- {
- *Comment = "Movement parameters."
-
- *FLOAT = "MovementSpeed"
- {
- *VALUE = 2.2
- *MIN = 0
- *DISPLAYNAME = "Movement Speed"
- *Comment = "Running Movement speed in m/s."
- }
-
- *FLOAT = "SlowMovementSpeed"
- {
- *VALUE = 1.0
- *MIN = 0
- *DISPLAYNAME = "Slow Movement Speed"
- *Comment = "Walking Movement speed in m/s."
- }
-
- *FLOAT = "TurningSpeed"
- {
- *VALUE = 180
- *MIN = 0
- *DISPLAYNAME = "Turning Speed"
- *Comment = "Turning speed in degrees/s."
- }
-
- *FLOAT = "PitchSpeed"
- {
- *VALUE = 180
- *MIN = 0
- *DISPLAYNAME = "Pitch Speed"
- *Comment = "Pitch speed in degrees/s."
- }
-
- *BOOL = "SlowTurn"
- {
- *VALUE = "False"
- *DISPLAYNAME = "Slow Moving Turn?"
- }
-
- *BOOL = "AlwaysRun"
- {
- *VALUE = "False"
- *DISPLAYNAME = "Always Run?"
- }
-
- *BOOL = "AlwaysWalk"
- {
- *VALUE = "False"
- *DISPLAYNAME = "Always Walk?"
- }
-
- *BOOL = "CanCrawl"
- {
- *Usage = "Protected"
- *VALUE = "False"
- *DISPLAYNAME = "Can Crawl?"
- *Comment = "True if AI can use crawl links."
- }
-
- *BOOL = "DFTurrets"
- {
- *VALUE = "false"
- *DISPLAYNAME = "Drop for Turrets?"
- *Comment = "True - drops to avoid turrets"
- *Comment = "False - dont drop for turrets."
- }
-
- *BOOL = "AIAvoid"
- {
- *VALUE = "True"
- *DISPLAYNAME = "AI Avoidance?"
- }
-
- *BOOL = "CantBePushed"
- {
- *VALUE = "false"
- *DISPLAYNAME = "Cant Be Pushed"
- *Comment = "True - AI cant be Force pushed"
- *Comment = "False - AI can be pushed."
- }
-
- *Group = "Climbing"
- {
- *BOOL = "CanClimb"
- {
- *Usage = "Protected"
- *VALUE = "False"
- *DISPLAYNAME = "Can Climb?"
- *Comment = "True if AI can scale climbable surfaces."
- }
-
- *BOOL = "CanMonkeyClimb"
- {
- *VALUE = "False"
- *DISPLAYNAME = "Can Monkey Climb?"
- *Comment = "True if AI can use monkeybar climbable surfaces."
- }
-
- *FLOAT = "ClimbEndHeight"
- {
- *Usage = "Protected"
- *VALUE = 1.0
- *DISPLAYNAME = "ClimbEndHeight"
- }
- }
-
- *Group = "Swimming"
- {
- *BOOL = "CanSwim"
- {
- *Usage = "Protected"
- *VALUE = "False"
- *DISPLAYNAME = "Can Swim?"
- *Comment = "True if AI can swim in water."
- }
-
- *FLOAT = "FastSwimmingSpeed"
- {
- *VALUE = 3.0
- *MIN = 0
- *DISPLAYNAME = "Fast Swimming Speed"
- *Comment = "Fast Swimming speed in m/s."
- }
-
- *FLOAT = "SlowSwimmingSpeed"
- {
- *VALUE = 1.0
- *MIN = 0
- *DISPLAYNAME = "Slow Swimming Speed"
- *Comment = "Slow Swimming speed in m/s."
- }
- }
-
- }
-
- *Group = "Leash"
- {
- *BOOL = "LEASHED"
- {
- *VALUE = "False"
- *DISPLAYNAME = "Leashed to point?"
- *Comment = "True if AI stays within the leash radius"
- *Comment = "of its creation spot."
- }
-
- *FLOAT = "LEASHRADIUS"
- {
- *VALUE = 50
- *MIN = 0
- *DISPLAYNAME = "Leash Radius"
- *DISPLAYASDISC = "155,30,140"
- }
-
- *BOOL = "LeashedToRegion"
- {
- *VALUE = "False"
- *DISPLAYNAME = "Leashed to region?"
- *Comment = "True if AI stays within the smallest region "
- *Comment = "surrounding it at creation."
- }
-
- *BOOL = "RegionTargets"
- {
- *VALUE = "False"
- *DISPLAYNAME = "Ignore Targets?"
- *Comment = "True if AI ignores targets outside its leash"
- }
-
- *FLOAT = "FleeR"
- {
- *VALUE = 20
- *MIN = 0
- *DISPLAYNAME = "Flee Radius"
- }
-
- }
-
- *Group = "Cover"
- {
-
- *FLOAT = "COVERRADIUS"
- {
- *VALUE = 40
- *MIN = 0
- *DISPLAYNAME = "Cover Radius"
- ; *DISPLAYASDISC = "155,30,140"
- *Comment = "The max distance the AI will seek out a cover position."
- }
-
- *Int = "MinCoverShots"
- {
- *VALUE = 1
- *MIN = 1
- *DISPLAYNAME = "Min Shots"
- }
-
- *Int = "MaxCoverShots"
- {
- *VALUE = 1
- *MIN = 1
- *DISPLAYNAME = "Max Shots"
- }
-
- *BOOL = "CUCCover"
- {
- *VALUE = "true"
- *DISPLAYNAME = "Use Circle Cover"
- }
-
- *BOOL = "CUUCover"
- {
- *VALUE = "true"
- *DISPLAYNAME = "Use PopUp Cover"
- }
-
- *BOOL = "CUOCover"
- {
- *VALUE = "true"
- *DISPLAYNAME = "Use PopOut Cover"
- }
-
- }
-
-
- *Group = "Logic"
- {
- *Comment = "AI Logic Parameters"
-
- *INT = "LogicInitialAttackChance"
- {
- *VALUE = 1
- *MIN = 0
- *DISPLAYNAME = "Intial Attack Chance"
- }
-
- *INT = "LogicAttackChance"
- {
- *VALUE = 1
- *MIN = 0
- *DISPLAYNAME = "Attack Chance"
- }
-
- *BOOL = "WANTSCOVER"
- {
- *VALUE = "False"
- *DISPLAYNAME = "Seeks Cover?"
- *Comment = "True if AI seeks out cover when threatened."
- }
-
- *INT = "LogicInitialCoverChance"
- {
- *VALUE = 0
- *MIN = 0
- *DISPLAYNAME = "Initial Cover Chance"
- }
-
- *INT = "LogicCoverChance"
- {
- *VALUE = 0
- *MIN = 0
- *DISPLAYNAME = "Cover Chance"
- }
-
- *FLOAT = "BreachRadius"
- {
- *VALUE = -1.0
- *DISPLAYNAME = "Breach Radius"
- *Comment = "Use -1 for no breach"
- }
-
- *BOOL = "AttackOnBreach"
- {
- *VALUE = "False"
- *DISPLAYNAME = "Attack On Breach"
- *Comment = "True if AI switches to attack when player within the breach radius"
- }
-
- *FLOAT = "AttackResetTime"
- {
- *VALUE = -1.0
- *DISPLAYNAME = "Attack Reset Time"
- *Comment = "The time in attack mode before a new attack logic is selected."
- *Comment = "Use -1 for never resetting."
- }
-
- *FLOAT = "DamageLogicChangeAmount"
- {
- *VALUE = -1.0
- *DISPLAYNAME = "Damage Logic Change"
- }
-
- *FLOAT = "FearfulThreshhold"
- {
- *VALUE = -1.0
- *DISPLAYNAME = "Fearful Threshhold"
- *Comment = "The health level below which the AI will be fearful."
- }
-
- *FLOAT = "CriticalThreshhold"
- {
- *VALUE = -1.0
- *DISPLAYNAME = "Critical Threshhold"
- *Comment = "The health level below which the AI will sellect critical damage logic."
- }
-
- *Group = "Critical Logic"
- {
- *INT = "CritNoChange"
- {
- *VALUE = 1
- *MIN = 0
- *DISPLAYNAME = "No Change Chance"
- }
-
- *INT = "CritFlee"
- {
- *VALUE = 0
- *MIN = 0
- *DISPLAYNAME = "Flee Chance"
- }
-
- *INT = "CritRetreat"
- {
- *VALUE = 0
- *MIN = 0
- *DISPLAYNAME = "Retreat Chance"
- }
-
- *INT = "CritKamikaze"
- {
- *VALUE = 0
- *MIN = 0
- *DISPLAYNAME = "Kamikaze Chance"
- }
-
- *INT = "CritSurrender"
- {
- *VALUE = 0
- *MIN = 0
- *DISPLAYNAME = "Surrender Chance"
- }
-
- *INT = "CritCover"
- {
- *VALUE = 0
- *MIN = 0
- *DISPLAYNAME = "Cover Chance"
- }
-
- *INT = "CritProne"
- {
- *VALUE = 0
- *MIN = 0
- *DISPLAYNAME = "Prone Chance"
- }
-
- }
-
- *Combo = "SGR"
- {
- *Usage = "Protected"
- *DisplayName = "Sticky Grenade"
- *Value = 0
- *ComboList =
- {
- "No Change",
- "Flee",
- "Kamikaze"
- }
- }
- }
-
-
- *Group = "Attack"
- {
- *Comment = "Attacking parameters."
-
- *Group = "Primary Attack"
- {
- *FilePick = "WeaponName1"
- {
- *Usage = "Protected"
- *DISPLAYNAME = "Weapon"
- *Value = ""
- *Directory = "$\Data\Actors\EnemyWeapons"
- *Extension = "atr"
- }
-
- *BOOL = "UsePrimary1"
- {
- *Usage = "Protected"
- *VALUE = "True"
- *DISPLAYNAME = "Uses Primary Weapon"
- }
-
- *String = "WeaponPoint1"
- {
- *Usage = "Protected"
- *DisplayName = "Hotpoint"
- *Value = ""
- *Comment = "The hotpoint to attach the weapon to"
- }
-
- *FLOAT = "WeaponRange1"
- {
- *Usage = "Protected"
- *VALUE = 20
- *MIN = 0
- *DISPLAYNAME = "Attack Range"
- }
- }
-
- *Group = "Second Attack"
- {
- *FilePick = "WeaponName2"
- {
- *Usage = "Protected"
- *DISPLAYNAME = "Weapon"
- *Value = ""
- *Directory = "$\Data\Actors\EnemyWeapons"
- *Extension = "atr"
- }
-
- *BOOL = "UsePrimary2"
- {
- *Usage = "Protected"
- *VALUE = "False"
- *DISPLAYNAME = "Uses Primary Weapon"
- }
-
- *String = "WeaponPoint2"
- {
- *Usage = "Protected"
- *DisplayName = "Hotpoint"
- *Value = ""
- *Comment = "The hotpoint to attach the weapon to"
- }
-
- *FLOAT = "WeaponRange2"
- {
- *Usage = "Protected"
- *VALUE = 20
- *MIN = 0
- *DISPLAYNAME = "Attack Range"
- }
- }
-
- *Group = "Third Attack"
- {
- *FilePick = "WeaponName3"
- {
- *Usage = "Protected"
- *DISPLAYNAME = "Weapon"
- *Value = ""
- *Directory = "$\Data\Actors\EnemyWeapons"
- *Extension = "atr"
- }
-
- *BOOL = "UsePrimary3"
- {
- *Usage = "Protected"
- *VALUE = "False"
- *DISPLAYNAME = "Uses Primary Weapon"
- }
-
- *String = "WeaponPoint3"
- {
- *Usage = "Protected"
- *DisplayName = "Hotpoint"
- *Value = ""
- *Comment = "The hotpoint to attach the weapon to"
- }
-
- *FLOAT = "WeaponRange3"
- {
- *Usage = "Protected"
- *VALUE = 20
- *MIN = 0
- *DISPLAYNAME = "Attack Range"
- }
- }
-
- *Group = "Fourth Attack"
- {
- *FilePick = "WeaponName4"
- {
- *Usage = "Protected"
- *DISPLAYNAME = "Weapon"
- *Value = ""
- *Directory = "$\Data\Actors\EnemyWeapons"
- *Extension = "atr"
- }
-
- *BOOL = "UsePrimary4"
- {
- *Usage = "Protected"
- *VALUE = "False"
- *DISPLAYNAME = "Uses Primary Weapon"
- }
-
- *String = "WeaponPoint4"
- {
- *Usage = "Protected"
- *DisplayName = "Hotpoint"
- *Value = ""
- *Comment = "The hotpoint to attach the weapon to"
- }
-
- *FLOAT = "WeaponRange4"
- {
- *Usage = "Protected"
- *VALUE = 20
- *MIN = 0
- *DISPLAYNAME = "Attack Range"
- }
-
- }
-
- *Group = "Fifth Attack"
- {
- *FilePick = "WeaponName5"
- {
- *Usage = "Protected"
- *DISPLAYNAME = "Weapon"
- *Value = ""
- *Directory = "$\Data\Actors\EnemyWeapons"
- *Extension = "atr"
- }
-
- *BOOL = "UsePrimary5"
- {
- *Usage = "Protected"
- *VALUE = "False"
- *DISPLAYNAME = "Uses Primary Weapon"
- }
-
- *String = "WeaponPoint5"
- {
- *Usage = "Protected"
- *DisplayName = "Hotpoint"
- *Value = ""
- *Comment = "The hotpoint to attach the weapon to"
- }
-
- *FLOAT = "WeaponRange5"
- {
- *Usage = "Protected"
- *VALUE = 20
- *MIN = 0
- *DISPLAYNAME = "Attack Range"
- }
-
- }
-
- *Group = "Close Range"
- {
- *Comment = "Close Range Attack"
-
- *INT = "CloseRangeChance"
- {
- *VALUE = 25
- *MIN = 0
- *DISPLAYNAME = "Chance"
- *Comment = "The chance the AI will select close range attack"
- }
-
- *FLOAT = "CloseRangeDist"
- {
- *VALUE = 5
- *MIN = 0
- *DISPLAYNAME = "Distance"
- *Comment = "The distance from target in close range attack"
- }
- }
-
- *Group = "Medium Range"
- {
- *Comment = "Medium Range Attack"
-
- *INT = "MediumRangeChance"
- {
- *VALUE = 50
- *MIN = 0
- *DISPLAYNAME = "Chance"
- *Comment = "The chance the AI will select medium range attack"
- }
-
- *FLOAT = "MediumRangeDist"
- {
- *VALUE = 15
- *MIN = 0
- *DISPLAYNAME = "Distance"
- *Comment = "The distance from target in medium range attack"
- }
- }
-
- *Group = "Long Range"
- {
- *Comment = "Long Range Attack"
-
- *INT = "LongRangeChance"
- {
- *VALUE = 25
- *MIN = 0
- *DISPLAYNAME = "Chance"
- *Comment = "The chance the AI will select long range attack"
- }
-
- *FLOAT = "LongRangeDist"
- {
- *VALUE = 30
- *MIN = 0
- *DISPLAYNAME = "Distance"
- *Comment = "The distance from target in long range attack"
- }
- }
-
- *BOOL = "IsSniper"
- {
- *VALUE = "False"
- *DISPLAYNAME = "Sniper"
- *Comment = "The AI will not move from placed spot"
- }
-
- *INT = "CrouchAttackChance"
- {
- *VALUE = 0
- *MIN = 0
- *DISPLAYNAME = "Crouch Attack Chance"
- *Comment = "The chance out of 100 the AI will crouch when attacking"
- }
-
- *INT = "ProneAttackChance"
- {
- *VALUE = 0
- *MIN = 0
- *DISPLAYNAME = "Prone Attack Chance"
- *Comment = "The chance out of 100 the AI will go prone when attacking"
- }
-
- *BOOL = "KeepADis"
- {
- *VALUE = "True"
- *DISPLAYNAME = "Keep Attack Distance"
- *Comment = "Keep distance away from target when in medium or long range attack"
- }
-
- }
-
- *Group = "Head Tracking"
- {
- *BOOL = "UseHeadTracking"
- {
- *VALUE = "False"
- *DISPLAYNAME = "Head Tracking"
- }
-
- *Group = "Head"
- {
- *int = "HeadBoneIndex"
- {
- *Usage = "Protected"
- *VALUE = -1
- *DISPLAYNAME = "BoneIndex"
- }
-
- *Combo = "HeadPitchAxis"
- {
- *Usage = "Protected"
- *DisplayName = "Pitch Axis"
- *Value = 2
- *ComboList =
- {
- "X+",
- "X-",
- "Y+",
- "Y-",
- "Z+",
- "Z-"
- }
- }
-
- *Combo = "HeadYawAxis"
- {
- *Usage = "Protected"
- *DisplayName = "Yaw Axis"
- *Value = 4
- *ComboList =
- {
- "X+",
- "X-",
- "Y+",
- "Y-",
- "Z+",
- "Z-"
- }
- }
-
- *FLOAT = "HeadXFix"
- {
- *Usage = "Protected"
- *VALUE = 0
- *DISPLAYNAME = "X Fix"
- }
-
- *FLOAT = "HeadYFix"
- {
- *Usage = "Protected"
- *VALUE = 0
- *DISPLAYNAME = "Y Fix"
- }
-
- *FLOAT = "HeadZFix"
- {
- *Usage = "Protected"
- *VALUE = 0
- *DISPLAYNAME = "Z Fix"
- }
-
- *FLOAT = "HeadPitchMax"
- {
- *Usage = "Protected"
- *VALUE = 0
- *DISPLAYNAME = "Pitch Max"
- }
-
- *FLOAT = "HeadPitchMin"
- {
- *Usage = "Protected"
- *VALUE = 0
- *DISPLAYNAME = "Pitch Min"
- }
-
- *FLOAT = "HeadYawMax"
- {
- *Usage = "Protected"
- *VALUE = 0
- *DISPLAYNAME = "Yaw Max"
- }
-
- *FLOAT = "HeadYawMin"
- {
- *Usage = "Protected"
- *VALUE = 0
- *DISPLAYNAME = "Yaw Min"
- }
-
- *FLOAT = "HeadPitchCorr"
- {
- *Usage = "Protected"
- *VALUE = 0
- *DISPLAYNAME = "Pitch Correction"
- }
-
- *FLOAT = "HeadPPCorr"
- {
- *Usage = "Protected"
- *VALUE = 0
- *DISPLAYNAME = "Parent Pitch Correction"
- }
-
- *FLOAT = "HeadPYCorr"
- {
- *Usage = "Protected"
- *VALUE = 90
- *DISPLAYNAME = "Parent Yaw Correction"
- }
-
- }
-
-
- *Group = "Spine"
- {
- *int = "BackBoneIndex"
- {
- *Usage = "Protected"
- *VALUE = -1
- *DISPLAYNAME = "BoneIndex"
- }
-
- *Combo = "BackPitchAxis"
- {
- *Usage = "Protected"
- *DisplayName = "Pitch Axis"
- *Value = 2
- *ComboList =
- {
- "X+",
- "X-",
- "Y+",
- "Y-",
- "Z+",
- "Z-"
- }
- }
-
- *Combo = "BackYawAxis"
- {
- *Usage = "Protected"
- *DisplayName = "Yaw Axis"
- *Value = 4
- *ComboList =
- {
- "X+",
- "X-",
- "Y+",
- "Y-",
- "Z+",
- "Z-"
- }
- }
-
- *FLOAT = "BackXFix"
- {
- *Usage = "Protected"
- *VALUE = 0
- *DISPLAYNAME = "X Fix"
- }
-
- *FLOAT = "BackYFix"
- {
- *Usage = "Protected"
- *VALUE = 0
- *DISPLAYNAME = "Y Fix"
- }
-
- *FLOAT = "BackZFix"
- {
- *Usage = "Protected"
- *VALUE = 0
- *DISPLAYNAME = "Z Fix"
- }
-
- *FLOAT = "BackPitchMax"
- {
- *Usage = "Protected"
- *VALUE = 0
- *DISPLAYNAME = "Pitch Max"
- }
-
- *FLOAT = "BackPitchMin"
- {
- *Usage = "Protected"
- *VALUE = 0
- *DISPLAYNAME = "Pitch Min"
- }
-
- *FLOAT = "BackYawMax"
- {
- *Usage = "Protected"
- *VALUE = 0
- *DISPLAYNAME = "Yaw Max"
- }
-
- *FLOAT = "BackYawMin"
- {
- *Usage = "Protected"
- *VALUE = 0
- *DISPLAYNAME = "Yaw Min"
- }
-
- *FLOAT = "BackPitchCorr"
- {
- *Usage = "Protected"
- *VALUE = 0
- *DISPLAYNAME = "Pitch Correction"
- }
-
- *FLOAT = "BackPPCorr"
- {
- *Usage = "Protected"
- *VALUE = 0
- *DISPLAYNAME = "Parent Pitch Correction"
- }
-
- *FLOAT = "BackPYCorr"
- {
- *Usage = "Protected"
- *VALUE = 90
- *DISPLAYNAME = "Parent Yaw Correction"
- }
-
- }
-
-
-
- }
-
- *Group = "Tail Tracking"
- {
- *BOOL = "UseTailTracking"
- {
- *Usage = "Protected"
- *VALUE = "False"
- *DISPLAYNAME = "Tail Tracking"
- }
-
- *Group = "Base"
- {
- *int = "BaseBoneIndex"
- {
- *Usage = "Protected"
- *VALUE = -1
- *DISPLAYNAME = "BoneIndex"
- }
-
- *Combo = "BasePitchAxis"
- {
- *Usage = "Protected"
- *DisplayName = "Pitch Axis"
- *Value = 3
- *ComboList =
- {
- "X+",
- "X-",
- "Y+",
- "Y-",
- "Z+",
- "Z-"
- }
- }
-
- *Combo = "BaseYawAxis"
- {
- *Usage = "Protected"
- *DisplayName = "Yaw Axis"
- *Value = 5
- *ComboList =
- {
- "X+",
- "X-",
- "Y+",
- "Y-",
- "Z+",
- "Z-"
- }
- }
-
- *FLOAT = "BaseXFix"
- {
- *Usage = "Protected"
- *VALUE = -90
- *DISPLAYNAME = "X Fix"
- }
-
- *FLOAT = "BaseYFix"
- {
- *Usage = "Protected"
- *VALUE = 0
- *DISPLAYNAME = "Y Fix"
- }
-
- *FLOAT = "BaseZFix"
- {
- *Usage = "Protected"
- *VALUE = -90
- *DISPLAYNAME = "Z Fix"
- }
-
- *FLOAT = "BasePitchMax"
- {
- *Usage = "Protected"
- *VALUE = 90
- *DISPLAYNAME = "Pitch Max"
- }
-
- *FLOAT = "BasePitchMin"
- {
- *Usage = "Protected"
- *VALUE = -90
- *DISPLAYNAME = "Pitch Min"
- }
-
- *FLOAT = "BaseYawMax"
- {
- *Usage = "Protected"
- *VALUE = 180
- *DISPLAYNAME = "Yaw Max"
- }
-
- *FLOAT = "BaseYawMin"
- {
- *Usage = "Protected"
- *VALUE = -180
- *DISPLAYNAME = "Yaw Min"
- }
-
- *FLOAT = "BasePitchCorr"
- {
- *Usage = "Protected"
- *VALUE = -20
- *DISPLAYNAME = "Pitch Correction"
- }
- }
-
-
- *Group = "NearBase"
- {
- *int = "NearBaseBoneIndex"
- {
- *Usage = "Protected"
- *VALUE = -1
- *DISPLAYNAME = "BoneIndex"
- }
-
- *Combo = "NearBasePitchAxis"
- {
- *Usage = "Protected"
- *DisplayName = "Pitch Axis"
- *Value = 3
- *ComboList =
- {
- "X+",
- "X-",
- "Y+",
- "Y-",
- "Z+",
- "Z-"
- }
- }
-
- *Combo = "NearBaseYawAxis"
- {
- *Usage = "Protected"
- *DisplayName = "Yaw Axis"
- *Value = 5
- *ComboList =
- {
- "X+",
- "X-",
- "Y+",
- "Y-",
- "Z+",
- "Z-"
- }
- }
-
- *FLOAT = "NearBaseXFix"
- {
- *Usage = "Protected"
- *VALUE = -90
- *DISPLAYNAME = "X Fix"
- }
-
- *FLOAT = "NearBaseYFix"
- {
- *Usage = "Protected"
- *VALUE = 0
- *DISPLAYNAME = "Y Fix"
- }
-
- *FLOAT = "NearBaseZFix"
- {
- *Usage = "Protected"
- *VALUE = -90
- *DISPLAYNAME = "Z Fix"
- }
-
- *FLOAT = "NearBasePitchMax"
- {
- *Usage = "Protected"
- *VALUE = 20
- *DISPLAYNAME = "Pitch Max"
- }
-
- *FLOAT = "NearBasePitchMin"
- {
- *Usage = "Protected"
- *VALUE = -20
- *DISPLAYNAME = "Pitch Min"
- }
-
- *FLOAT = "NearBaseYawMax"
- {
- *Usage = "Protected"
- *VALUE = 30
- *DISPLAYNAME = "Yaw Max"
- }
-
- *FLOAT = "NearBaseYawMin"
- {
- *Usage = "Protected"
- *VALUE = -30
- *DISPLAYNAME = "Yaw Min"
- }
-
- *FLOAT = "NearBasePitchCorr"
- {
- *Usage = "Protected"
- *VALUE = 0
- *DISPLAYNAME = "Pitch Correction"
- }
- }
-
- *Group = "NearTip"
- {
- *int = "NearTipBoneIndex"
- {
- *Usage = "Protected"
- *VALUE = -1
- *DISPLAYNAME = "BoneIndex"
- }
-
- *Combo = "NearTipPitchAxis"
- {
- *Usage = "Protected"
- *DisplayName = "Pitch Axis"
- *Value = 3
- *ComboList =
- {
- "X+",
- "X-",
- "Y+",
- "Y-",
- "Z+",
- "Z-"
- }
- }
-
- *Combo = "NearTipYawAxis"
- {
- *Usage = "Protected"
- *DisplayName = "Yaw Axis"
- *Value = 5
- *ComboList =
- {
- "X+",
- "X-",
- "Y+",
- "Y-",
- "Z+",
- "Z-"
- }
- }
-
- *FLOAT = "NearTipXFix"
- {
- *Usage = "Protected"
- *VALUE = -90
- *DISPLAYNAME = "X Fix"
- }
-
- *FLOAT = "NearTipYFix"
- {
- *Usage = "Protected"
- *VALUE = 0
- *DISPLAYNAME = "Y Fix"
- }
-
- *FLOAT = "NearTipZFix"
- {
- *Usage = "Protected"
- *VALUE = -90
- *DISPLAYNAME = "Z Fix"
- }
-
- *FLOAT = "NearTipPitchMax"
- {
- *Usage = "Protected"
- *VALUE = 30
- *DISPLAYNAME = "Pitch Max"
- }
-
- *FLOAT = "NearTipPitchMin"
- {
- *Usage = "Protected"
- *VALUE = -30
- *DISPLAYNAME = "Pitch Min"
- }
-
- *FLOAT = "NearTipYawMax"
- {
- *Usage = "Protected"
- *VALUE = 30
- *DISPLAYNAME = "Yaw Max"
- }
-
- *FLOAT = "NearTipYawMin"
- {
- *Usage = "Protected"
- *VALUE = -30
- *DISPLAYNAME = "Yaw Min"
- }
-
- *FLOAT = "NearTipPitchCorr"
- {
- *Usage = "Protected"
- *VALUE = 0
- *DISPLAYNAME = "Pitch Correction"
- }
- }
-
- *Group = "Tip"
- {
- *int = "TipBoneIndex"
- {
- *Usage = "Protected"
- *VALUE = -1
- *DISPLAYNAME = "BoneIndex"
- }
-
- *Combo = "TipPitchAxis"
- {
- *Usage = "Protected"
- *DisplayName = "Pitch Axis"
- *Value = 3
- *ComboList =
- {
- "X+",
- "X-",
- "Y+",
- "Y-",
- "Z+",
- "Z-"
- }
- }
-
- *Combo = "TipYawAxis"
- {
- *Usage = "Protected"
- *DisplayName = "Yaw Axis"
- *Value = 5
- *ComboList =
- {
- "X+",
- "X-",
- "Y+",
- "Y-",
- "Z+",
- "Z-"
- }
- }
-
- *FLOAT = "TipXFix"
- {
- *Usage = "Protected"
- *VALUE = -90
- *DISPLAYNAME = "X Fix"
- }
-
- *FLOAT = "TipYFix"
- {
- *Usage = "Protected"
- *VALUE = 0
- *DISPLAYNAME = "Y Fix"
- }
-
- *FLOAT = "TipZFix"
- {
- *Usage = "Protected"
- *VALUE = -90
- *DISPLAYNAME = "Z Fix"
- }
-
- *FLOAT = "TipPitchMax"
- {
- *Usage = "Protected"
- *VALUE = 30
- *DISPLAYNAME = "Pitch Max"
- }
-
- *FLOAT = "TipPitchMin"
- {
- *Usage = "Protected"
- *VALUE = -30
- *DISPLAYNAME = "Pitch Min"
- }
-
- *FLOAT = "TipYawMax"
- {
- *Usage = "Protected"
- *VALUE = 30
- *DISPLAYNAME = "Yaw Max"
- }
-
- *FLOAT = "TipYawMin"
- {
- *Usage = "Protected"
- *VALUE = -30
- *DISPLAYNAME = "Yaw Min"
- }
-
- *FLOAT = "TipPitchCorr"
- {
- *Usage = "Protected"
- *VALUE = 0
- *DISPLAYNAME = "Pitch Correction"
- }
- }
- }
-
-
- *String = "InitialState"
- {
- *DisplayName = "Initial State"
- *Value = ""
- *Comment = "The initial state"
- }
-
- *String = "InitialMode"
- {
- *DisplayName = "Initial Mode"
- *Value = ""
- *Comment = "The initial Mode"
- }
-
- *Combo = "InitialAlert"
- {
- *DisplayName = "Initial Alert Level"
- *Value = 0
- *ComboList =
- {
- "None",
- "Low",
- "Medium",
- "High"
- }
- }
-
- *FLOAT = "DefTransBlend"
- {
- *VALUE = 0.266667
- *DISPLAYNAME = "Default Blend"
- *Comment = "Default transition blend time"
- }
-
- *Group = "Wander/Search"
- {
- *FLOAT = "WTime"
- {
- *VALUE = -1.0
- *DISPLAYNAME = "Wander Time"
- *Comment = "The time to stay in wander before switching to patrol"
- *Comment = "Use -1 for never switching"
- }
-
- *FLOAT = "WPTime"
- {
- *VALUE = -1.0
- *DISPLAYNAME = "Wander Pause Time"
- *Comment = "The time to pause at wander destination before moving to the next one"
- *Comment = "Use -1 for never switching"
- }
-
- }
-
- *Group = "Death"
- {
-
- *BOOL = "ResetWhenDie"
- {
- *VALUE = "False"
- *DISPLAYNAME = "Reset When Die"
- *Comment = "True if resets after dying."
- }
-
- *FLOAT = "RDelay"
- {
- *VALUE = -1.0
- *DISPLAYNAME = "Reset Delay"
- *Comment = "The time to delay before resetting"
- *Comment = "Use -1 for no delay"
- }
-
- *BOOL = "GibDeath"
- {
- *VALUE = "False"
- *DISPLAYNAME = "Gib When Die"
- *Comment = "True if gibs on death."
- }
-
- *FilePick = "GibPart"
- {
- *DisplayName = "Gib Particle"
- *Value = ""
- *Directory = "$\Data\Particle\"
- *Extension = "par"
- *Extension = "eff"
- }
- }
-
- *Group = "Sound"
- {
- *Sound = "LDSound"
- {
- *DisplayName = "Light Damage Sound"
- }
- *Sound = "MDSound"
- {
- *DisplayName = "Medium Damage Sound"
- }
- *Sound = "HDSound"
- {
- *DisplayName = "Heavy Damage Sound"
- }
-
- }
-
-
-
- *BOOL = "UseGroundTracking"
- {
- *Usage = "Protected"
- *VALUE = "False"
- *DISPLAYNAME = "Ground Tracking"
- *COMMENT = "AI aligns itself to the slope of the ground."
- }
-
- *BOOL = "CanBeSwarmBored"
- {
- *Usage = "Protected"
- *VALUE = "True"
- *DISPLAYNAME = "Can Be Swarm Bored?"
- }
-
- *Group = "Spawn Actors"
- {
- *Comment = "Actors to spawn when this enemy dies"
-
- *FilePick = "SpawnActor1"
- {
- *DISPLAYNAME = "SpawnActor1"
- *Value = ""
- *Directory = "$\Data\Actors"
- *Extension = "atr"
- }
-
- *FilePick = "SpawnActor2"
- {
- *DISPLAYNAME = "SpawnActor2"
- *Value = ""
- *Directory = "$\Data\Actors"
- *Extension = "atr"
- }
-
- *FilePick = "SpawnActor3"
- {
- *DISPLAYNAME = "SpawnActor3"
- *Value = ""
- *Directory = "$\Data\Actors"
- *Extension = "atr"
- }
-
- *FilePick = "SpawnActor4"
- {
- *DISPLAYNAME = "SpawnActor4"
- *Value = ""
- *Directory = "$\Data\Actors"
- *Extension = "atr"
- }
-
- *FilePick = "SpawnActor5"
- {
- *DISPLAYNAME = "SpawnActor5"
- *Value = ""
- *Directory = "$\Data\Actors"
- *Extension = "atr"
- }
-
- *FLOAT = "SpawnActor1Velocity"
- {
- *VALUE = 3.0f
- *DISPLAYNAME = "Actor 1 Velocity"
- *Comment = "Speed that the first spawned actor moves away from the enemy"
- }
-
- *FLOAT = "SpawnActor2Velocity"
- {
- *VALUE = 3.0f
- *DISPLAYNAME = "Actor 2 Velocity"
- *Comment = "Speed that the second spawned actor moves away from the enemy"
- }
-
- *FLOAT = "SpawnActor3Velocity"
- {
- *VALUE = 3.0f
- *DISPLAYNAME = "Actor 3 Velocity"
- *Comment = "Speed that the third spawned actor moves away from the enemy"
- }
-
- *FLOAT = "SpawnActor4Velocity"
- {
- *VALUE = 3.0f
- *DISPLAYNAME = "Actor 4 Velocity"
- *Comment = "Speed that the fourth spawned actor moves away from the enemy"
- }
-
- *FLOAT = "SpawnActor5Velocity"
- {
- *VALUE = 3.0f
- *DISPLAYNAME = "Actor 5 Velocity"
- *Comment = "Speed that the fifth spawned actor moves away from the enemy"
- }
-
-
- *INT = "SpawnActor1Chance"
- {
- *VALUE = 100
- *MAX = 100
- *MIN = 0
- *DISPLAYNAME = "Actor 1 Chance"
- *Comment = "The chance of the first spawned actor actually appearing"
- }
-
- *INT = "SpawnActor2Chance"
- {
- *VALUE = 100
- *MAX = 100
- *MIN = 0
- *DISPLAYNAME = "Actor 2 Chance"
- *Comment = "The chance of the second spawned actor actually appearing"
- }
-
- *INT = "SpawnActor3Chance"
- {
- *VALUE = 100
- *MAX = 100
- *MIN = 0
- *DISPLAYNAME = "Actor 3 Chance"
- *Comment = "The chance of the third spawned actor actually appearing"
- }
-
- *INT = "SpawnActor4Chance"
- {
- *VALUE = 100
- *MAX = 100
- *MIN = 0
- *DISPLAYNAME = "Actor 4 Chance"
- *Comment = "The chance of the fourth spawned actor actually appearing"
- }
-
- *INT = "SpawnActor5Chance"
- {
- *VALUE = 100
- *MAX = 100
- *MIN = 0
- *DISPLAYNAME = "Actor 5 Chance"
- *Comment = "The chance of the fifth spawned actor actually appearing"
- }
- }
- }
-
- *Protected = "Mass"
- *Protected = "Gravity"
- *Protected = "Density"
- *Protected = "Drag"
- *Protected = "Type"
- *Protected = "Collides"
- *Protected = "Touches"
- *Protected = "Regions"
- *Protected = "Platforms"
- *Protected = "smStep"
- *Protected = "smWall"
- }
-
-
- *OBJECT = "TestEnemyAI"
- {
- *NAME = "TestEnemyAI"
- *TYPE = "OBJECT"
- *INHERITS = "EnemyAIObject"
- *UseInActorEd = "True"
-
- *AIMODES =
- {
- Idle,
- AlertIdle,
- CrouchIdle,
- ProneIdle,
- Walk,
- AlertWalk,
- CrouchWalk,
- ProneCrawl,
- Run,
- AlertRun,
- Jump,
- Climb,
- HangClimb,
- Damaged,
- Death,
- CornerCover,
- PopoutLeft,
- PopoutRight,
- Attack,
- CrouchAttack,
- ProneAttack,
- UnderwaterIdle,
- UnderwaterSwim,
- WatersurfaceIdle,
- WatersurfaceSwim
- }
-
- }
-
-
- ;------------------------------------------------------------------------------
- ; Player
- ;
- ; PlayerAI
- ;------------------------------------------------------------------------------
- *OBJECT = "Player"
- {
- *NAME = "Player"
- *INHERITS = "TurokAIObject"
- *TYPE = "OBJECT"
- *UseInActorEd = "True"
-
- *AIMODES =
- {
- "Idle" ,
- "IdleNoControl" ,
- "Run" ,
- "Jump" ,
- "JumpBack" ,
- "Fall" ,
- "CheatFly" ,
- "Shoved" ,
-
- "LedgeHang" ,
- "LedgeShimmy" ,
-
- "Ride" ,
- "RideSteracosaurIdle" ,
- "RideSteracosaurMove" ,
- "RideSteracosaurDash" ,
-
- "Climb" ,
- "HangClimb" ,
-
- "WaterSurfaceIdle" ,
- "WaterSurfaceMove" ,
- "UnderwaterIdle" ,
- "UnderwaterMove" ,
- "SwimBurst" ,
- "LeapToShore" ,
-
- "UsingTurret" ,
- "UsingRC" ,
-
- "PteranadonSetup" ,
- "PteranadonIdle" ,
- "PteranadonFlyUp" ,
- "PteranadonFlyUpMed" ,
- "PteranadonFlyUpFull" ,
- "PteranadonFlyDown" ,
- "PteranadonFlyDownMed" ,
- "PteranadonFlyDownFull" ,
- "PteranadonFlyLeft" ,
- "PteranadonFlyRight" ,
- "PteranadonEdgeLeft" ,
- "PteranadonEdgeRight" ,
- "PteranadonFireGun" ,
- "PteranadonFireMissile" ,
- "PteranadonWorldCollsion",
- "PteranadonActorCollsion",
-
- "Dead",
-
- "RaptorRideIdle",
- "RaptorRideIdleNoControl",
- "RaptorRideRun",
- "RaptorRideJump",
- "RaptorRideFall"
- }
-
- *VARIABLES =
- {
- *Combo = "PLAYERTYPE"
- {
- *DisplayName = "Player Type"
- *Value = 0
- *ComboList =
- {
- "Normal player",
- "Raptor ride",
- "Steracosaur ride",
- "Pteranadon ride"
- }
- }
- *Group = "Inventory Capacity"
- {
- *Int = "MaxBowAmmo"
- {
- *DisplayName = "Max Bow Ammo"
- *Value = 20;
- *Comment = "Maximum number of arrows player can take"
- }
- *Int = "MaxTekBowAmmo"
- {
- *DisplayName = "Max TekBow Ammo"
- *Value = 20;
- *Comment = "Maximum number of tek arrows player can take"
- }
- *Int = "MaxPistolAmmo"
- {
- *DisplayName = "Max Pistol Ammo"
- *Value = 5;
- *Comment = "Maximum number of CLIPS of pistol slugs the player can take"
- }
- *Int = "MaxShotgunAmmo"
- {
- *DisplayName = "Max Shotgun Ammo"
- *Value = 3;
- *Comment = "Maximum number of shotgun CLIPS the player can take"
- }
- *Int = "MaxMinigunAmmo"
- {
- *DisplayName = "Max Minigun Ammo"
- *Value = 5;
- *Comment = "Maximum number of minigun CLIPS the player can take"
- }
- *Int = "MaxLauncherAmmo"
- {
- *DisplayName = "Max Rockets Ammo"
- *Value = 4;
- *Comment = "Maximum number of rocket CLIPS the player can take"
- }
- *Int = "MaxGrenadeAmmo"
- {
- *DisplayName = "Max Grenades"
- *Value = 10;
- *Comment = "Maximum number of grenades the player can take"
- }
- *Int = "MaxGuidedDeviceAmmo"
- {
- *DisplayName = "Max Guided Device Ammo (DON'T CHANGE)"
- *Value = 1;
- *Comment = "Leave this as 1, please"
- }
- *Int = "MaxTechWeaponAmmo"
- {
- *DisplayName = "Max Tech Weapon Ammo"
- *Value = 4;
- *Comment = "Maximum number of Tech Weapon CLIPS the player can take"
- }
- *Int = "MaxDarkMatterCubeAmmo"
- {
- *DisplayName = "Max Dark Matter cube Ammo (DON'T CHANGE)"
- *Value = 1;
- *Comment = "Leave this as 1, please"
- }
- }
- *Group = "Standard Movement"
- {
- *FLOAT = "EYEHEIGHT"
- {
- *VALUE = 1.5
- *MIN = 0.1
- *MAX = 50
- *DISPLAYNAME = "Eye Height"
- }
-
- *FLOAT = "MAXRUNSPEED"
- {
- *VALUE = 8
- *MIN = 1
- *MAX = 50
- *DISPLAYNAME = "Run Speed"
- }
-
- *FLOAT = "MAXSTRAFESPEED"
- {
- *VALUE = 8
- *MIN = 1
- *MAX = 50
- *DISPLAYNAME = "Strafe Speed"
- }
-
- *FLOAT = "JUMPVELOCITY"
- {
- *VALUE = 12
- *MIN = 0.1
- *MAX = 50
- *DISPLAYNAME = "Jump Velocity"
- }
-
- *FLOAT = "TURNSPEED"
- {
- *VALUE = 240
- *MIN = 1
- *MAX = 720
- *DISPLAYNAME = "Turn Speed"
- }
-
- *FLOAT = "LEDGESHIMMYSPEED"
- {
- *VALUE = 0.25
- *MIN = 0.01
- *MAX = 10
- *DISPLAYNAME = "Ledge Shimmy Speed"
- }
- }
-
- *Group = "Crouch Movement"
- {
- *FLOAT = "CROUCHEYEHEIGHT"
- {
- *VALUE = 1.2
- *MIN = 0.1
- *MAX = 50
- *DISPLAYNAME = "Crouch Eye Height"
- }
-
- *FLOAT = "MAXCROUCHRUNSPEED"
- {
- *VALUE = 3
- *MIN = 1
- *MAX = 20
- *DISPLAYNAME = "Crouch Run Speed"
- }
-
- *FLOAT = "MAXCROUCHSTRAFESPEED"
- {
- *VALUE = 3
- *MIN = 1
- *MAX = 20
- *DISPLAYNAME = "Crouch Strafe Speed"
- }
- }
-
- *Group = "Fall damage"
- {
- *FLOAT = "FALLDAMAGEMINSPEED"
- {
- *VALUE = 30
- *MIN = 1
- *MAX = 200
- *DISPLAYNAME = "Min speed for damage"
- }
-
- *FLOAT = "FALLDAMAGEMAXSPEED"
- {
- *VALUE = 80
- *MIN = 1
- *MAX = 200
- *DISPLAYNAME = "Max (100 dmg) speed"
- }
- }
-
- *Group = "Water interaction"
- {
- *FLOAT = "SWIMSPEED"
- {
- *VALUE = 5
- *MIN = 1
- *MAX = 50
- *DISPLAYNAME = "Swim Speed"
- }
-
- *FLOAT = "DROWNINITIALTIME"
- {
- *VALUE = 10.0
- *MIN = 1.0
- *MAX = 100.0
- *DISPLAYNAME = "Time to start drowning"
- }
-
- *FLOAT = "DROWNINTERVAL"
- {
- *VALUE = 2.0
- *MIN = 0.1
- *MAX = 100.0
- *DISPLAYNAME = "Drown damage time interval"
- }
-
- *FLOAT = "DROWNDAMAGE"
- {
- *VALUE = 5
- *MIN = 1
- *MAX = 500
- *DISPLAYNAME = "Drown damage"
- }
- }
-
- *Group = "Climbing"
- {
- *FLOAT = "CLIMB_SPEED"
- {
- *VALUE = 8
- *MIN = 1
- *MAX = 20
- *DISPLAYNAME = "Climb Speed"
- }
-
- *FLOAT = "CLIMB_ACCEL"
- {
- *VALUE = 0.8
- *MIN = 0.1
- *MAX = 5
- *DISPLAYNAME = "Acceleration"
- }
-
- *FLOAT = "CLIMB_DECEL"
- {
- *VALUE = 0.2
- *MIN = 0.1
- *MAX = 5
- *DISPLAYNAME = "Deceleration"
- }
-
- *FLOAT = "CLIMB_HORIZVIEWANGLE"
- {
- *VALUE = 120
- *MIN = 0
- *MAX = 180
- *DISPLAYNAME = "Horizontal View Angle"
- }
- }
-
- *Group = "Raptor-riding"
- {
- *FLOAT = "RAPTOR_EYEHEIGHT"
- {
- *VALUE = 2.0
- *MIN = 1
- *MAX = 10
- *DISPLAYNAME = "Eye Height"
- }
-
- *FLOAT = "RAPTOR_MAXRUNSPEED"
- {
- *VALUE = 14
- *MIN = 1
- *MAX = 50
- *DISPLAYNAME = "Run Speed"
- }
-
- *FLOAT = "RAPTOR_MAXSTRAFESPEED"
- {
- *VALUE = 11
- *MIN = 1
- *MAX = 50
- *DISPLAYNAME = "Strafe Speed"
- }
-
- *FLOAT = "RAPTOR_JUMPVELOCITY"
- {
- *VALUE = 15
- *MIN = 0.1
- *MAX = 50
- *DISPLAYNAME = "Jump Velocity"
- }
-
- *FLOAT = "RAPTOR_EYEZOFFSET"
- {
- *VALUE = 0.0
- *MIN = -10
- *MAX = 10
- *DISPLAYNAME = "Eye Offset (Z axis)"
- }
-
- *FLOAT = "RAPTOR_TURNLAG"
- {
- *VALUE = 0.035
- *MIN = 0
- *MAX = 10
- *DISPLAYNAME = "Raptor Turn Lag"
- }
- }
-
- *Group = "Steracosaur riding"
- {
- *FLOAT = "STERACOSAUR_CAMERAHEIGHT"
- {
- *VALUE = 5.0
- *MIN = 0
- *MAX = 100
- *DISPLAYNAME = "Camera Height"
- }
-
- *FLOAT = "STERACOSAUR_CAMERADISTANCE"
- {
- *VALUE = 10.0
- *MIN = 0
- *MAX = 100
- *DISPLAYNAME = "Camera - Distance behind Steracosaur"
- }
-
- *FLOAT = "STERACOSAUR_MAXRUNSPEED"
- {
- *VALUE = 14
- *MIN = 1
- *MAX = 50
- *DISPLAYNAME = "Run Speed"
- }
-
- *FLOAT = "STERACOSAUR_MAXSTRAFESPEED"
- {
- *VALUE = 11
- *MIN = 1
- *MAX = 50
- *DISPLAYNAME = "Strafe Speed"
- }
-
- *FLOAT = "STERACOSAUR_TURNSPEED"
- {
- *VALUE = 60
- *MIN = 1
- *MAX = 720
- *DISPLAYNAME = "Turn Speed"
- }
-
- *FLOAT = "STERACOSAUR_DASHSPEED"
- {
- *VALUE = 18
- *MIN = 1
- *MAX = 50
- *DISPLAYNAME = "Dash Speed"
- }
-
- *FLOAT = "STERACOSAUR_DASHTIME"
- {
- *VALUE = 3
- *MIN = 1
- *MAX = 120
- *DISPLAYNAME = "Dash Time"
- }
-
- *FLOAT = "STERACOSAUR_DASHRECHARGETIME"
- {
- *VALUE = 5
- *MIN = 1
- *MAX = 120
- *DISPLAYNAME = "Dash Recharge Time"
- }
- }
-
- *Group = "Pteranadon-riding"
- {
-
- *FLOAT = "PT_WODAM"
- {
- *VALUE = 25.0
- *MIN = 0.0
- *DISPLAYNAME = "World collision damage"
- *Comment = "How much damage will the player receive if there's a collision with the world."
- }
-
- *FLOAT = "PT_ACDAM"
- {
- *VALUE = 10.0
- *MIN = 0.0
- *DISPLAYNAME = "Actor collision damage "
- *Comment = "How much damage will the player receive if there's a collision with the actor."
- }
-
- *FLOAT = "PT_WOSTN"
- {
- *VALUE = 30.0
- *MIN = 0.0
- *DISPLAYNAME = "World collision stun"
- *Comment = "How much stun delay the player receives if there's a collision with the world."
- }
-
- *FLOAT = "PT_ACSTN"
- {
- *VALUE = 20.0
- *MIN = 0.0
- *DISPLAYNAME = "Actor collision stun"
- *Comment = "How much stun delay the player receives if there's a collision with another actor."
- }
-
- *FLOAT = "PT_FRSDACC"
- {
- *VALUE = 2.0
- *MIN = 0.5
- *MAX = 10
- *DISPLAYNAME = "Fly forward acceleration"
- }
-
- *FLOAT = "PT_FRSDMAX"
- {
- *VALUE = 8.0
- *MIN = 0
- *MAX = 20
- *DISPLAYNAME = "Fly forward max speed"
- }
-
- *FLOAT = "PT_FRSDMIN"
- {
- *VALUE = 2.0
- *MIN = 0
- *MAX = 20
- *DISPLAYNAME = "Fly forward min speed"
- }
-
- *FLOAT = "PT_FRSDSTART"
- {
- *VALUE = 4.5
- *MIN = 0
- *MAX = 20
- *DISPLAYNAME = "Fly forward start speed"
- }
-
-
- *FLOAT = "PT_FRHACC"
- {
- *VALUE = 3.0
- *MIN = 0.0
- *MAX = 10
- *DISPLAYNAME = "Move horizontal accel"
- }
-
- *FLOAT = "PT_FRDACC"
- {
- *VALUE = 3.0
- *MIN = 0.0
- *MAX = 10
- *DISPLAYNAME = "Move down accel"
- }
-
- *FLOAT = "PT_FRUACC"
- {
- *VALUE = 3.0
- *MIN = 0.0
- *MAX = 10
- *DISPLAYNAME = "Move up accel"
- }
-
- *FLOAT = "PT_FRHDMP"
- {
- *VALUE = 0.95
- *MIN = 0.1
- *MAX = 10
- *DISPLAYNAME = "Horizontal movement dampen"
- }
-
- *FLOAT = "PT_FRVDMP"
- {
- *VALUE = 0.95
- *MIN = 0.1
- *MAX = 10
- *DISPLAYNAME = "Vertical movement dampen"
- }
-
-
-
- *FLOAT = "PT_FRFGUPSPD"
- {
- *VALUE = 2.5
- *MIN = 0.0
- *MAX = 255
- *DISPLAYNAME = "Faux gravity up deceleration"
- *Comment = "This is the speed that the gravity will be applied in against an upward motion"
- }
-
- *FLOAT = "PT_FRFGDNSPD"
- {
- *VALUE = 2.5
- *MIN = 0.0
- *MAX = 255
- *DISPLAYNAME = "Faux gravity down acceleration"
- *Comment = "This is the speed that the gravity will be applied towards a downward motion"
- }
-
-
- *FLOAT = "PT_FRFGUPAMNT"
- {
- *VALUE = 10.0
- *MIN = 0.0
- *MAX = 255
- *DISPLAYNAME = "Faux gravity amount Up"
- *Comment = "Amount of faux gravity added when in trying to fly up"
- }
-
- *FLOAT = "PT_FRFGDNAMNT"
- {
- *VALUE = 10.0
- *MIN = 0.0
- *MAX = 255
- *DISPLAYNAME = "Faux gravity amount Down"
- *Comment = "Amount of faux gravity added when in trying to fly up"
- }
-
- *FLOAT = "PT_FRFGUPBLN"
- {
- *VALUE = 2.5
- *MIN = 0.0
- *MAX = 100
- *DISPLAYNAME = "Faux gravity blend Up to Down"
- *Comment = "Speed that faux gravity effect is blended from Up to Down"
- }
-
- *FLOAT = "PT_FRFGDNBLN"
- {
- *VALUE = 2.5
- *MIN = 0.0
- *MAX = 100
- *DISPLAYNAME = "Faux gravity blend Down to Up"
- *Comment = "Speed that faux gravity effect is blended from Down to Up"
- }
-
- *FLOAT = "PT_FREDHACC"
- {
- *VALUE = 6.0
- *MIN = 0.0
- *MAX = 10
- *DISPLAYNAME = "Edge mode horizontal accelerate"
- }
-
- *FLOAT = "PT_FREDVACC"
- {
- *VALUE = 3.0
- *MIN = 0.0
- *MAX = 10
- *DISPLAYNAME = "Edge mode vertical accelerate"
- }
-
- *FLOAT = "PT_FRGR"
- {
- *VALUE = 0.05
- *MIN = 0.0
- *MAX = 10
- *DISPLAYNAME = "Gravity value"
- }
-
- *FLOAT = "PT_FREDGR"
- {
- *VALUE = 0.1
- *MIN = 0.0
- *MAX = 10
- *DISPLAYNAME = "Edge mode gravity value"
- }
-
-
-
- *FLOAT = "PT_LPWAV"
- {
- *VALUE = 55
- *MIN = 0
- *MAX = 90
- *DISPLAYNAME = "Degrees player can drift to sides."
- }
-
- *Group = "Weapon settings"
- {
- *FLOAT = "PT_WEAMGD"
- {
- *VALUE = 0.25
- *MIN = 0.0
- *DISPLAYNAME = "Machine Gun Delay"
- *Comment = "Delay between shots."
- }
- *FLOAT = "PT_WEAMSD"
- {
- *VALUE = 1.0
- *MIN = 0.0
- *DISPLAYNAME = "Missile Delay"
- *Comment = "Delay between shots."
- }
- *FLOAT = "PT_WEAMSSPD"
- {
- *VALUE = 200.0
- *MIN = 0.0
- *DISPLAYNAME = "Missile Speed"
- *Comment = "Speed at which missiles travel"
- }
- *FLOAT = "PT_WEAMGDMG"
- {
- *VALUE = 100.0
- *MIN = 0.0
- *DISPLAYNAME = "Machine Gun Damage Modifier"
- *Comment = "Set this to modify the amount of damage the machine gun does. "
- *Comment = "E.g., 200% means double the damage"
- }
- *FLOAT = "PT_WEAMSDMG"
- {
- *VALUE = 100.0
- *MIN = 0.0
- *DISPLAYNAME = "Missile Damage Modifier"
- *Comment = "Set this to modify the amount of damage the missiles do."
- *Comment = "E.g., 200% means double the damage, 50% halves the damage"
- }
-
- }
-
- *Group = "Rider settings"
- {
- *FilePick = "PT_RiderName"
- {
- *Usage = "Protected"
- *DISPLAYNAME = "Rider Actor"
- *Value = ""
- *Directory = "$\Data\Actors\Players\Pteranadon\Riders"
- *Extension = "atr"
- }
-
- *String = "PT_RiderPoint"
- {
- *Usage = "Protected"
- *DisplayName = "Rider HotPoint"
- *Value = ""
- *Comment = "The hotpoint to attach the rider to"
- }
- }
-
- *Group = "Camera settings"
- {
- *Group = "1st person"
- {
- *FLOAT = "PT_CAM1FOV"
- {
- *VALUE = 50.0
- *MIN = 0.0
- *DISPLAYNAME = "FOV"
- *Comment = "Field of View, (60degrees is about normal)."
- }
-
- *FLOAT = "PT_CAM1YPB"
- {
- *VALUE = 1.0
- *MIN = 0.0
- *DISPLAYNAME = "Y pos on bird"
- *Comment = "Y offset of the camera."
- *Comment = "i.e How high/low you want the camera to be sat on the bird."
- }
-
- *FLOAT = "PT_CAM1ZPB"
- {
- *VALUE = 0.0
- *DISPLAYNAME = "Z pos on bird"
- *Comment = "Z offset of the camera."
- *Comment = "i.e How far along the bird you want the camera to be positioned."
- }
-
- *FLOAT = "PT_CAM1CROLL"
- {
- *VALUE = 0.25
- *MIN = 0.0
- *MAX = 1
- *DISPLAYNAME = "Camera roll with turn effect"
- }
-
- }
-
- *Group = "3rd person"
- {
- *FLOAT = "PT_CAM3FOV"
- {
- *VALUE = 60.0
- *DISPLAYNAME = "FOV"
- *Comment = "Field of View, (60degrees is about normal)."
- }
-
- *FLOAT = "PT_CAM3ETB"
- {
- *VALUE = 8.0
- *MIN = 0.0
- *DISPLAYNAME = "Eye to bird distance"
- *Comment = "How far back the camera eye is placed to the bird."
- }
-
- *FLOAT = "PT_CAM3EL"
- {
- *VALUE = 10.0
- *MIN = 0.0
- *MAX = 10.0
- *DISPLAYNAME = "Eye lag time"
- }
-
- *FLOAT = "PT_CAM3LAL"
- {
- *VALUE = 10.0
- *MIN = 0.0
- *MAX = 10.0
- *DISPLAYNAME = "LookAt lag time"
- }
-
-
- *FLOAT = "PT_CAM3EAC"
- {
- *VALUE = 10.0
- *MIN = 0.0
- *DISPLAYNAME = "Eye corrdior pos adjust"
- *Comment = "Based on the players vertical position within the corridor,"
- *Comment = "the camera eye pos will be adjust by X amount."
- }
-
- *FLOAT = "PT_CAM3LAC"
- {
- *VALUE = 10.0
- *MIN = 0.0
- *DISPLAYNAME = "LookAt corrdior pos adjust"
- *Comment = "Based on the players vertical position within the corridor,"
- *Comment = "the camera LookAt pos will be adjust by X amount."
- }
-
- *FLOAT = "PT_CAM3CROLL"
- {
- *VALUE = 0.25
- *MIN = 0.0
- *MAX = 1
- *DISPLAYNAME = "Camera roll with turn effect"
- }
- }
- *Group = "Levy Cam"
- {
-
- *FLOAT = "PT_CAMLFOV"
- {
- *VALUE = 60.0
- *DISPLAYNAME = "FOV"
- *Comment = "Field of View, (60degrees is about normal)."
- }
-
- *FLOAT = "PT_CAMLETB"
- {
- *VALUE = 8.0
- *MIN = 0.0
- *DISPLAYNAME = "Eye to bird distance"
- *Comment = "How far back the camera eye is placed to the bird."
- }
-
- *FLOAT = "PT_CAMLCLA"
- {
- *VALUE = 2.0
- *MIN = 0.0
- *DISPLAYNAME = "LookAt in front of Pteranadon"
- *Comment = "How many meters to look ahead of the player/pteranadon."
- }
-
- *FLOAT = "PT_CAMLEL"
- {
- *VALUE = 2.5
- *MIN = 0.0
- *MAX = 10.0
- *DISPLAYNAME = "Eye lag time"
- *Comment = "Delay Eye has catching up when player moves.."
- }
-
- *FLOAT = "PT_CAMLLAL"
- {
- *VALUE = 10.0
- *MIN = 0.0
- *MAX = 10.0
- *DISPLAYNAME = "LookAt lag time"
- *Comment = "Delay LookAt has catching up when player moves.."
- }
-
- *FLOAT = "Pt_Camlylaoff"
- {
- *VALUE = 4.0
- *DISPLAYNAME = "Y offset on LookAt"
- *Comment = "LookAt Y offset, you can position the bird vertically on screen with this value"
- }
-
- *FLOAT = "PT_CAMLYEYOFF"
- {
- *VALUE = 2.0
- *DISPLAYNAME = "Y offset on Eye"
- *Comment = "Eye Y offset, you can control the vertical angle the bird is viewed from with this value"
- }
-
- *FLOAT = "PT_CAMLYLASW"
- {
- *VALUE = 1.0
- *DISPLAYNAME = "LookAt X swing"
- *Comment = "When the player moves horizontally this is the amount the LookAt will swing horizonatlly."
- }
-
- *FLOAT = "PT_CAMLYEYSW"
- {
- *VALUE = 4.0
- *DISPLAYNAME = "Eye X swing"
- *Comment = "When the player moves horizontally this is the amount the Eye will swing horizonatlly."
- }
-
- *FLOAT = "PT_CAMLCROLL"
- {
- *VALUE = 0.65
- *MIN = 0.0
- *MAX = 1
- *DISPLAYNAME = "Camera roll with turn"
- }
-
- *FLOAT = "PT_CAMLPROLL"
- {
- *VALUE = 1.0
- *MIN = 0.0
- *MAX = 1
- *DISPLAYNAME = "Player roll with turn"
- }
-
-
- *INT = "PT_CAMLCHLAG"
- {
- *VALUE = 10
- *MIN = 0
- *MAX = 255
- *DISPLAYNAME = "CrossHair lag frames"
- *Comment = "How many frames lag on the crosshair position."
-
- }
- }
- }
- *Group = "Sound"
- {
- *Sound = "FltLeftSnd"
- {
- *DisplayName = "Flight Whoosh Left"
- }
- *Sound = "FltRightSnd"
- {
- *DisplayName = "Flight Whoosh Right"
- }
- *Sound = "FltSpeedSnd"
- {
- *DisplayName = "Speed whoosh sound"
- }
-
- *Sound = "FltLockOnSnd"
- {
- *DisplayName = "Missile lock-on sound"
- }
-
- *Sound = "FltHitWorldSnd"
- {
- *DisplayName = "Environment collision sound"
- }
-
- *Sound = "FltWaterSkimSnd"
- {
- *DisplayName = "Water skimming sound"
- }
-
- *Sound = "FltNoMissileSnd"
- {
- *DisplayName = "Out-of-missiles sound"
- }
-
- *Sound = "FltMissileFireSnd"
- {
- *DisplayName = "Fire missile sound"
- }
-
- }
-
- }
-
- *Group = "Sound"
- {
- *Sound = "FootSnd"
- {
- *DisplayName = "Footstep"
- }
- *Sound = "JmpSnd"
- {
- *DisplayName = "Jump"
- }
- *Sound = "JmpLndSnd"
- {
- *DisplayName = "Jump Land"
- }
- *Sound = "TurnSnd"
- {
- *DisplayName = "Turn"
- }
- *Sound = "SurfaceSwimSnd"
- {
- *DisplayName = "Surface Swim"
- }
- *Sound = "UnderwaterSwimSnd"
- {
- *DisplayName = "Underwater Swim"
- }
- *Sound = "EnterWaterSnd"
- {
- *DisplayName = "Enter Water"
- }
- *Sound = "ExitWaterSnd"
- {
- *DisplayName = "Exit Water"
- }
- *Sound = "WaterSurfaceGoodSnd"
- {
- *DisplayName = "Water Surface (Good)"
- }
- *Sound = "WaterSurfaceBadSnd"
- {
- *DisplayName = "Water Surface (Bad)"
- }
- *Sound = "DrownSnd"
- {
- *DisplayName = "Drown"
- }
- *Sound = "DrownDeathSnd"
- {
- *DisplayName = "Drown Death"
- }
- *Sound = "FallingSnd"
- {
- *DisplayName = "Fall"
- }
- *Sound = "ClimbSnd"
- {
- *DisplayName = "Climb"
- }
- *Sound = "WadeSnd"
- {
- *DisplayName = "Wade thru water"
- }
- *Sound = "PainLightSnd"
- {
- *DisplayName = "Pain (light)"
- }
- *Sound = "PainMediumSnd"
- {
- *DisplayName = "Pain (medium)"
- }
- *Sound = "PainHeavySnd"
- {
- *DisplayName = "Pain (heavy)"
- }
- *Sound = "PainPoisonChokeSnd"
- {
- *DisplayName = "Pain (poisoned choke)"
- }
- *Sound = "PainPoisonGroanSnd"
- {
- *DisplayName = "Pain (poisoned groan)"
- }
- *Sound = "DeathShortSnd"
- {
- *DisplayName = "Death (short)"
- }
- *Sound = "DeathLongSnd"
- {
- *DisplayName = "Death (long)"
- }
- *Sound = "DeathSwarmBoredSnd"
- {
- *DisplayName = "Death (swarmbored)"
- }
- *Sound = "JumpLandHeavySnd"
- {
- *DisplayName = "Jump Land (heavy)"
- }
- *Sound = "FallingSplatSnd"
- {
- *DisplayName = "Falling splat"
- }
- }
- *Group = "Cheats"
- {
- *FLOAT = "EasyAimRadius"
- {
- *VALUE = 10
- *MIN = 0
- *MAX = 90
- *DISPLAYNAME = "Easy Aim Radius"
- *COMMENT = "Angle (in degrees) of the Easy Aim Radius"
- }
-
- }
- }
-
- ; Don't let certain variables be changed on an instance basis.
- *Protected = "Mass"
- *Protected = "Health"
- *Protected = "MaxHealth"
- *Protected = "Density"
- *Protected = "Drag"
- *Protected = "Type"
- *Protected = "Collides"
- *Protected = "Touches"
- *Protected = "Regions"
- *Protected = "Platforms"
- *Protected = "Sound"
- }
-
- ;------------------------------------------------------------------------------
- ; Device
- ;------------------------------------------------------------------------------
- *OBJECT = "DeviceAIObject"
- {
- *NAME = "DeviceAI"
- *INHERITS = "TurokAIObject"
- *TYPE = "OBJECT"
- *UseInActorEd = "True"
-
-
-
- *AIMODES =
- {
- Idle,
- Move,
- }
-
- }
-
- ;------------------------------------------------------------------------------
- ; Bullet Object
- ;------------------------------------------------------------------------------
- *OBJECT = "BulletAIObject"
- {
- *NAME = "BulletAI"
- *INHERITS = "DeviceAIObject"
- *TYPE = "OBJECT"
- *UseInActorEd = "True"
-
- *VARIABLES =
- {
- *FLOAT = "BULLET_NORMAL_VELOCITY"
- {
- *VALUE = 25.0
- *DISPLAYNAME = "Normal Bullet Velocity"
- }
-
- *FLOAT = "BULLET_BIRD_VELOCITY"
- {
- *VALUE = 150.0
- *DISPLAYNAME = "Bird Bullet Velocity"
- }
-
- *FLOAT = "BULLET_BIRDMISSILE_VELOCITY"
- {
- *VALUE = 200.0
- *DISPLAYNAME = "Bird Missile Velocity"
- }
-
- *FLOAT = "BULLET_ENEMY_BIRD_VELOCITY"
- {
- *VALUE = 400.0
- *DISPLAYNAME = "Enemy Bird Bullet Velocity"
- }
-
- *FLOAT = "BULLET_NORMAL_DAMAGE"
- {
- *VALUE = 5.0
- *DISPLAYNAME = "Normal Bullet Damage"
- }
-
- *FLOAT = "BULLET_BIRD_DAMAGE"
- {
- *VALUE = 5.0
- *DISPLAYNAME = "Bird Bullet Damage"
- }
-
- *FLOAT = "BULLET_BIRDMISSILE_DAMAGE"
- {
- *VALUE = 5.0
- *DISPLAYNAME = "Bird Missile Damage"
- }
- }
-
- *AIMODES =
- {
- Move,
- }
- }
-
- ;------------------------------------------------------------------------------
- ; Cover Object
- ;------------------------------------------------------------------------------
- *OBJECT = "CoverObject"
- {
- *NAME = "CoverObject"
- *INHERITS = "DeviceAIObject"
- *TYPE = "OBJECT"
- *UseInActorEd = "True"
-
- *VARIABLES =
- {
- *Combo = "COVER_TYPE"
- {
- *DisplayName = "Cover Type"
- *Value = 0
- *ComboList = { "Stepout" , "Circle" }
- }
-
- *Combo = "STEPOUT_DIR"
- {
- *DisplayName = "Stepout Direction"
- *Value = 0
- *ComboList = { "Left" , "Right", "Both", "Up" }
- }
-
- *FLOAT = "COVER_RADIUS"
- {
- *VALUE = 4
- *MIN = 0
- *DISPLAYNAME = "Cover Radius"
- *DISPLAYASDISC = "52,43,113"
- }
- }
- }
-
-
-
- ;------------------------------------------------------------------------------
- ; Level Exit
- ;------------------------------------------------------------------------------
- *OBJECT = "LevelExitObject"
- {
- *NAME = "LevelExitObject"
- *INHERITS = "DeviceAIObject"
- *TYPE = "OBJECT"
- *UseInActorEd = "True"
-
- *VARIABLES =
- {
- *FLOAT = "LevelExitRadius"
- {
- *VALUE = 8.0
- *DISPLAYNAME = "Radius"
- *Comment = "How close the player must be to the exit, in the XZ plane, to leave the level"
- }
-
- *FLOAT = "LevelExitHeight"
- {
- *VALUE = 2.0
- *DISPLAYNAME = "Height"
- *Comment = "The height of the exit cylinder"
- }
-
- *FilePick = "LevelExitDestinationLevelName"
- {
- *DISPLAYNAME = "Destination Level Name"
- *Comment = "The name of the level to go to (don't include full path)"
- *Value = ""
- *Directory = "$/Data/Levels/"
- *Extension = "atr"
- }
- }
- }
-
- *OBJECT = "TurokPickup"
- {
- *NAME = "TurokPickup"
- *INHERITS = "Pickup"
- *TYPE = "OBJECT"
- *UseInActorEd = "True"
-
- *AIMODES =
- {
- Enter,
- Exit,
- Idle,
- WaitToSpawn,
- Respawn
- }
- *VARIABLES =
- {
- *Combo = "PickupType"
- {
- *DisplayName = "Pickup Type"
- *Value = 0
- *ComboList =
- {
- "Dark Matter Cube Ammo",
- "Flame Thrower Ammo",
- "Grenade Ammo",
- "Guided Device Ammo",
- "Minigun Ammo",
- "Pistol Ammo",
- "Rocket Ammo",
- "Shotgun Ammo",
- "Tech Weapon Ammo",
- "Spiked Mine Ammo",
- "Flachette Ammo",
- "Nuke Ammo",
- "Arrow Ammo",
- "Explosive Arrow Ammo",
- "Poison Arrow Ammo",
- "Gravity Gun Ammo",
- "Swarm Bore Ammo",
- "Baloon",
- "Proxy",
- "Healing Crystal",
- "Healing Herb",
- "Large MedKit",
- "Small MedKit",
- "Warclub",
- "Bow",
- "Crossbow",
- "Dark Matter Cube",
- "Flame Thrower",
- "Remote Device",
- "MiniGun",
- "Sniper Pistol",
- "Rocket Launcher",
- "Shotgun",
- "Tech Weapon",
- "Spiked Mine",
- "TekBow",
- "Gravity Gun",
- "Minigun Upgrade",
- "Sniper Pistol Upgrade",
- "RL Swarm Bore Upgrade"
- "Shotgun Upgrade",
- "Nuke Upgrade",
- "Tech Weapon Beam Upgrade",
- "Tech Weapon Smart Upgrade",
- "Jump Boots",
- "Cloaking Belt",
- "Shield Belt",
- "Empathy Chest plate",
- "Death Helm",
- "Speed",
- "Max Health",
- "Damage",
- "Regeneration",
- "Predator",
- "FlightHealth",
- "FlightOverdrive",
- "FlightRocketsAmmo",
- "Key"
- }
- *Usage = "Protected"
- *Comment = "What Kind of Pickup this is"
- }
- *Int = "AmmoAmount"
- {
- *DisplayName = "Ammo Ammount"
- *Value = 0
- *Comment = "The amount of ammunition contained in this pickup. Use a value of 0 if not applicable, e.g., this is not an ammo pickup."
- *Usage = "Protected"
- }
- *Float = "HealthAmount"
- {
- *DisplayName = "Health Ammount"
- *Value = 0.0000
- *Comment = "The amount of health contained in this pickup. Use a value of 0.0 if not applicable, e.g., this is not an ammo pickup."
- *Usage = "Protected"
- }
- *Group = "Dancing"
- {
- *Bool = "Dances"
- {
- *DisplayName = "Dances?"
- *Value = false
- *Comment = "If true, this pickup will sorta dance. "
- }
- *Float = "DanceAmount"
- {
- *DisplayName = "Dance Amount"
- *Value = 1.0
- *Comment = "The higher the value the less subtle the dance"
- }
- *Float = "DanceSpeed"
- {
- *DisplayName = "Dance Speed"
- *Value = 1.0
- *Comment = "The higher the value the faster the dance."
- }
- }
-
- *Float = "RSpwnt"
- {
- *DisplayName = "Respawn time"
- *Value = -1
- *Comment = "This is the amount of time in seconds it takes the pickup to reappear."
- *Comment = "If the time is -1 then the pickup will never respawn."
- }
- }
- }
-
-
- ;------------------------------------------------------------------------------
- ; Weapon Wheel
- ;------------------------------------------------------------------------------
- *Object = "WeaponWheel"
- {
- *Name = "Weapon Wheel"
- *Access = "Protected"
- *Type = "Object"
- *UseInActorEd = "True"
-
- ;-----------------------------------
- ; Variables
- ;-----------------------------------
- *Variables =
- {
- *Group = "Slot 0"
- {
- *Combo = "WeaponSlot0"
- {
- *DisplayName = "Weapon"
- *Value = 0
- *ComboList =
- {
- ; this list must be kept synchronized with WeaponInfo.h!
- "War Club",
- "Bow",
- "TekBow",
- "Grenade",
- "Pistol",
- "Shotgun",
- "Machine Gun",
- "Launcher",
- "Tek Weapon",
- "Flame Thrower",
- "Guided Device",
- "Gravity Disrupter",
- "Dark Matter Cube",
- "Crossbow"
- }
- *Usage = "Public"
- *Comment = "The weapon that is to be used in this weapon wheel slot."
- }
- *BOOL = "Upgrade1Slot0"
- {
- *Value = 0
- *DisplayName = "Upgrade 1"
- *Comment = "Does this weapon have the first upgrade?"
- *Usage = "Public"
- }
- *BOOL = "Upgrade2Slot0"
- {
- *Value = 0
- *DisplayName = "Upgrade 2"
- *Comment = "Does this weapon have the second upgrade?"
- *Usage = "Public"
- }
- *BOOL = "StartsOffWithWeapon0"
- {
- *VALUE = "True"
- *DISPLAYNAME = "Starts Off With Weapon?"
- *Comment = "Does the player start out with the weapon in this slot in his inventory?"
- *Usage = "Public"
- }
- *Int = "AmmoUPG0Slot0"
- {
- *DisplayName = "Base Ammo"
- *Value = 0
- *Comment = "If the player starts out with the weapon in this slot, how much ammo comes along with it?"
- *Usage = "Public"
- }
- *Int = "AmmoUPG1Slot0"
- {
- *DisplayName = "Ammo for Upgrade 1"
- *Value = 0
- *Comment = "If the player starts out with this upgrade, how much ammo comes along with it?"
- *Usage = "Public"
- }
- *Int = "AmmoUPG2Slot0"
- {
- *DisplayName = "Ammo for Upgrade 2"
- *Value = 0
- *Comment = "If the player starts out with this upgrade, how much ammo comes along with it?"
- *Usage = "Public"
- }
- }
-
-
- *Group = "Slot 1"
- {
- *Combo = "WeaponSlot1"
- {
- *DisplayName = "Weapon"
- *Value = 0
- *ComboList =
- {
- ; this list must be kept synchronized with WeaponInfo.h!
- "War Club",
- "Bow",
- "TekBow",
- "Grenade",
- "Pistol",
- "Shotgun",
- "Machine Gun",
- "Launcher",
- "Tek Weapon",
- "Flame Thrower",
- "Guided Device",
- "Gravity Disrupter",
- "Dark Matter Cube",
- "Crossbow"
- }
- *Usage = "Public"
- *Comment = "The weapon that is to be used in this weapon wheel slot."
- }
- *BOOL = "Upgrade1Slot1"
- {
- *Value = 0
- *DisplayName = "Upgrade 1"
- *Comment = "Does this weapon have the first upgrade?"
- *Usage = "Public"
- }
- *BOOL = "Upgrade2Slot1"
- {
- *Value = 0
- *DisplayName = "Upgrade 2"
- *Comment = "Does this weapon have the second upgrade?"
- *Usage = "Public"
- }
-
- *BOOL = "StartsOffWithWeapon1"
- {
- *VALUE = "False"
- *DISPLAYNAME = "Starts Off With Weapon?"
- *Comment = "Does the player start out with the weapon in this slot in his inventory?"
- *Usage = "Public"
- }
- *Int = "AmmoUPG0Slot1"
- {
- *DisplayName = "Base Ammo"
- *Value = 0
- *Comment = "If the player starts out with the weapon in this slot, how much ammo comes along with it?"
- *Usage = "Public"
- }
- *Int = "AmmoUPG1Slot1"
- {
- *DisplayName = "Ammo for Upgrade 1"
- *Value = 0
- *Comment = "If the player starts out with this upgrade, how much ammo comes along with it?"
- *Usage = "Public"
- }
- *Int = "AmmoUPG2Slot1"
- {
- *DisplayName = "Ammo for Upgrade 2"
- *Value = 0
- *Comment = "If the player starts out with this upgrade, how much ammo comes along with it?"
- *Usage = "Public"
- }
- }
-
- *Group = "Slot 2"
- {
- *Combo = "WeaponSlot2"
- {
- *DisplayName = "Weapon"
- *Value = 0
- *ComboList =
- {
- ; this list must be kept synchronized with WeaponInfo.h!
- "War Club",
- "Bow",
- "TekBow",
- "Grenade",
- "Pistol",
- "Shotgun",
- "Machine Gun",
- "Launcher",
- "Tek Weapon",
- "Flame Thrower",
- "Guided Device",
- "Gravity Disrupter",
- "Dark Matter Cube",
- "Crossbow"
- }
- *Usage = "Public"
- *Comment = "The weapon that is to be used in this weapon wheel slot."
- }
- *BOOL = "Upgrade1Slot2"
- {
- *Value = 0
- *DisplayName = "Upgrade 1"
- *Comment = "Does this weapon have the first upgrade?"
- *Usage = "Public"
- }
- *BOOL = "Upgrade2Slot2"
- {
- *Value = 0
- *DisplayName = "Upgrade 2"
- *Comment = "Does this weapon have the second upgrade?"
- *Usage = "Public"
- }
- *BOOL = "StartsOffWithWeapon2"
- {
- *VALUE = "False"
- *DISPLAYNAME = "Starts Off With Weapon?"
- *Comment = "Does the player start out with the weapon in this slot in his inventory?"
- *Usage = "Public"
- }
- *Int = "AmmoUPG0Slot2"
- {
- *DisplayName = "Base Ammo"
- *Value = 0
- *Comment = "If the player starts out with the weapon in this slot, how much ammo comes along with it?"
- *Usage = "Public"
- }
- *Int = "AmmoUPG1Slot2"
- {
- *DisplayName = "Ammo for Upgrade 1"
- *Value = 0
- *Comment = "If the player starts out with this upgrade, how much ammo comes along with it?"
- *Usage = "Public"
- }
- *Int = "AmmoUPG2Slot2"
- {
- *DisplayName = "Ammo for Upgrade 2"
- *Value = 0
- *Comment = "If the player starts out with this upgrade, how much ammo comes along with it?"
- *Usage = "Public"
- }
- }
-
- *Group = "Slot 3"
- {
- *Combo = "WeaponSlot3"
- {
- *DisplayName = "Weapon"
- *Value = 0
- *ComboList =
- {
- ; this list must be kept synchronized with WeaponInfo.h!
- "War Club",
- "Bow",
- "TekBow",
- "Grenade",
- "Pistol",
- "Shotgun",
- "Machine Gun",
- "Launcher",
- "Tek Weapon",
- "Flame Thrower",
- "Guided Device",
- "Gravity Disrupter",
- "Dark Matter Cube",
- "Crossbow"
- }
- *Usage = "Public"
- *Comment = "The weapon that is to be used in this weapon wheel slot."
- }
- *BOOL = "Upgrade1Slot3"
- {
- *Value = 0
- *DisplayName = "Upgrade 1"
- *Comment = "Does this weapon have the first upgrade?"
- *Usage = "Public"
- }
- *BOOL = "Upgrade2Slot3"
- {
- *Value = 0
- *DisplayName = "Upgrade 2"
- *Comment = "Does this weapon have the second upgrade?"
- *Usage = "Public"
- }
- *BOOL = "StartsOffWithWeapon3"
- {
- *VALUE = "False"
- *DISPLAYNAME = "Starts Off With Weapon?"
- *Comment = "Does the player start out with the weapon in this slot in his inventory?"
- *Usage = "Public"
- }
- *Int = "AmmoUPG0Slot3"
- {
- *DisplayName = "Base Ammo"
- *Value = 0
- *Comment = "If the player starts out with the weapon in this slot, how much ammo comes along with it?"
- *Usage = "Public"
- }
- *Int = "AmmoUPG1Slot3"
- {
- *DisplayName = "Ammo for Upgrade 1"
- *Value = 0
- *Comment = "If the player starts out with this upgrade, how much ammo comes along with it?"
- *Usage = "Public"
- }
- *Int = "AmmoUPG2Slot3"
- {
- *DisplayName = "Ammo for Upgrade 2"
- *Value = 0
- *Comment = "If the player starts out with this upgrade, how much ammo comes along with it?"
- *Usage = "Public"
- }
- }
-
- *Group = "Slot 4"
- {
- *Combo = "WeaponSlot4"
- {
- *DisplayName = "Weapon"
- *Value = 0
- *ComboList =
- {
- ; this list must be kept synchronized with WeaponInfo.h!
- "War Club",
- "Bow",
- "TekBow",
- "Grenade",
- "Pistol",
- "Shotgun",
- "Machine Gun",
- "Launcher",
- "Tek Weapon",
- "Flame Thrower",
- "Guided Device",
- "Gravity Disrupter",
- "Dark Matter Cube",
- "Crossbow"
- }
- *Usage = "Public"
- *Comment = "The weapon that is to be used in this weapon wheel slot."
- }
- *BOOL = "Upgrade1Slot4"
- {
- *Value = 0
- *DisplayName = "Upgrade 1"
- *Comment = "Does this weapon have the first upgrade?"
- *Usage = "Public"
- }
- *BOOL = "Upgrade2Slot4"
- {
- *Value = 0
- *DisplayName = "Upgrade 2"
- *Comment = "Does this weapon have the second upgrade?"
- *Usage = "Public"
- }
- *BOOL = "StartsOffWithWeapon4"
- {
- *VALUE = "False"
- *DISPLAYNAME = "Starts Off With Weapon?"
- *Comment = "Does the player start out with the weapon in this slot in his inventory?"
- *Usage = "Public"
- }
- *Int = "AmmoUPG0Slot4"
- {
- *DisplayName = "Base Ammo"
- *Value = 0
- *Comment = "If the player starts out with the weapon in this slot, how much ammo comes along with it?"
- *Usage = "Public"
- }
- *Int = "AmmoUPG1Slot4"
- {
- *DisplayName = "Ammo for Upgrade 1"
- *Value = 0
- *Comment = "If the player starts out with this upgrade, how much ammo comes along with it?"
- *Usage = "Public"
- }
- *Int = "AmmoUPG2Slot4"
- {
- *DisplayName = "Ammo for Upgrade 2"
- *Value = 0
- *Comment = "If the player starts out with this upgrade, how much ammo comes along with it?"
- *Usage = "Public"
- }
- }
-
- *Group = "Slot 5"
- {
- *Combo = "WeaponSlot5"
- {
- *DisplayName = "Weapon"
- *Value = 0
- *ComboList =
- {
- ; this list must be kept synchronized with WeaponInfo.h!
- "War Club",
- "Bow",
- "TekBow",
- "Grenade",
- "Pistol",
- "Shotgun",
- "Machine Gun",
- "Launcher",
- "Tek Weapon",
- "Flame Thrower",
- "Guided Device",
- "Gravity Disrupter",
- "Dark Matter Cube",
- "Crossbow"
- }
- *Usage = "Public"
- *Comment = "The weapon that is to be used in this weapon wheel slot."
- }
- *BOOL = "Upgrade1Slot5"
- {
- *Value = 0
- *DisplayName = "Upgrade 1"
- *Comment = "Does this weapon have the first upgrade?"
- *Usage = "Public"
- }
- *BOOL = "Upgrade2Slot5"
- {
- *Value = 0
- *DisplayName = "Upgrade 2"
- *Comment = "Does this weapon have the second upgrade?"
- *Usage = "Public"
- }
- *BOOL = "StartsOffWithWeapon5"
- {
- *VALUE = "False"
- *DISPLAYNAME = "Starts Off With Weapon?"
- *Comment = "Does the player start out with the weapon in this slot in his inventory?"
- *Usage = "Public"
- }
- *Int = "AmmoUPG0Slot5"
- {
- *DisplayName = "Base Ammo"
- *Value = 0
- *Comment = "If the player starts out with the weapon in this slot, how much ammo comes along with it?"
- *Usage = "Public"
- }
- *Int = "AmmoUPG1Slot5"
- {
- *DisplayName = "Ammo for Upgrade 1"
- *Value = 0
- *Comment = "If the player starts out with this upgrade, how much ammo comes along with it?"
- *Usage = "Public"
- }
- *Int = "AmmoUPG2Slot5"
- {
- *DisplayName = "Ammo for Upgrade 2"
- *Value = 0
- *Comment = "If the player starts out with this upgrade, how much ammo comes along with it?"
- *Usage = "Public"
- }
- }
- *Group = "Slot 6"
- {
- *Combo = "WeaponSlot6"
- {
- *DisplayName = "Weapon"
- *Value = 0
- *ComboList =
- {
- ; this list must be kept synchronized with WeaponInfo.h!
- "War Club",
- "Bow",
- "TekBow",
- "Grenade",
- "Pistol",
- "Shotgun",
- "Machine Gun",
- "Launcher",
- "Tek Weapon",
- "Flame Thrower",
- "Guided Device",
- "Gravity Disrupter",
- "Dark Matter Cube",
- "Crossbow"
- }
- *Usage = "Public"
- *Comment = "The weapon that is to be used in this weapon wheel slot."
- }
- *BOOL = "Upgrade1Slot6"
- {
- *Value = 0
- *DisplayName = "Upgrade 1"
- *Comment = "Does this weapon have the first upgrade?"
- *Usage = "Public"
- }
- *BOOL = "Upgrade2Slot6"
- {
- *Value = 0
- *DisplayName = "Upgrade 2"
- *Comment = "Does this weapon have the second upgrade?"
- *Usage = "Public"
- }
- *BOOL = "StartsOffWithWeapon6"
- {
- *VALUE = "False"
- *DISPLAYNAME = "Starts Off With Weapon?"
- *Comment = "Does the player start out with the weapon in this slot in his inventory?"
- *Usage = "Public"
- }
- *Int = "AmmoUPG0Slot6"
- {
- *DisplayName = "Base Ammo"
- *Value = 0
- *Comment = "If the player starts out with the weapon in this slot, how much ammo comes along with it?"
- *Usage = "Public"
- }
- *Int = "AmmoUPG1Slot6"
- {
- *DisplayName = "Ammo for Upgrade 1"
- *Value = 0
- *Comment = "If the player starts out with this upgrade, how much ammo comes along with it?"
- *Usage = "Public"
- }
- *Int = "AmmoUPG2Slot6"
- {
- *DisplayName = "Ammo for Upgrade 2"
- *Value = 0
- *Comment = "If the player starts out with this upgrade, how much ammo comes along with it?"
- *Usage = "Public"
- }
- }
-
- *Group = "Slot 7"
- {
- *Combo = "WeaponSlot7"
- {
- *DisplayName = "Weapon"
- *Value = 0
- *ComboList =
- {
- ; this list must be kept synchronized with WeaponInfo.h!
- "War Club",
- "Bow",
- "TekBow",
- "Grenade",
- "Pistol",
- "Shotgun",
- "Machine Gun",
- "Launcher",
- "Tek Weapon",
- "Flame Thrower",
- "Guided Device",
- "Gravity Disrupter",
- "Dark Matter Cube",
- "Crossbow"
- }
- *Usage = "Public"
- *Comment = "The weapon that is to be used in this weapon wheel slot."
- }
- *BOOL = "Upgrade1Slot7"
- {
- *Value = 0
- *DisplayName = "Upgrade 1"
- *Comment = "Does this weapon have the first upgrade?"
- *Usage = "Public"
- }
- *BOOL = "Upgrade2Slot7"
- {
- *Value = 0
- *DisplayName = "Upgrade 2"
- *Comment = "Does this weapon have the second upgrade?"
- *Usage = "Public"
- }
- *BOOL = "StartsOffWithWeapon7"
- {
- *VALUE = "False"
- *DISPLAYNAME = "Starts Off With Weapon?"
- *Comment = "Does the player start out with the weapon in this slot in his inventory?"
- *Usage = "Public"
- }
- *Int = "AmmoUPG0Slot7"
- {
- *DisplayName = "Base Ammo"
- *Value = 0
- *Comment = "If the player starts out with the weapon in this slot, how much ammo comes along with it?"
- *Usage = "Public"
- }
- *Int = "AmmoUPG1Slot7"
- {
- *DisplayName = "Ammo for Upgrade 1"
- *Value = 0
- *Comment = "If the player starts out with this upgrade, how much ammo comes along with it?"
- *Usage = "Public"
- }
- *Int = "AmmoUPG2Slot7"
- {
- *DisplayName = "Ammo for Upgrade 2"
- *Value = 0
- *Comment = "If the player starts out with this upgrade, how much ammo comes along with it?"
- *Usage = "Public"
- }
- }
-
-
- ; *Combo = "WeaponSlot1"
- ; {
- ; *DisplayName = "WeaponSlot1"
- ; *Value = 0
- ; *ComboList =
- ; {
- ; ; this list must be kept synchronized with WeaponInfo.h!
- ; "War Club",
- ; "Bow",
- ; "TekBow",
- ; "Grenade",
- ; "Pistol",
- ; "Sniper Pistol",
- ; "Shotgun",
- ; "Shotgun MultiLoad",
- ; "Machine Gun",
- ; "Machine Gun Flechette",
- ; "Rocket Launcher",
- ; "Cluster Launcher",
- ; "Swarm Launcher",
- ; "Tech Weapon Pulse",
- ; "Tech Weapon Beam",
- ; "Tech Weapon Full",
- ; "Flame Thrower",
- ; "Guided Device",
- ; "Gravity Disrupter",
- ; "Gravity Disrupter Grapple",
- ; "Dark Matter Cube"
- ; }
- ; *Comment = "The weapon that is to be used in this weapon wheel slot."
- ; *Usage = "Public"
- ; }
- ; *BOOL = "HasWeaponInSlot1"
- ; {
- ; *VALUE = "False"
- ; *DISPLAYNAME = "Has Weapon in Slot 1?"
- ; *Comment = "Does the player start out with the weapon in this slot in his inventory?"
- ; *Usage = "Public"
- ; }
- ; *Int = "ClipsForSlot1"
- ; {
- ; *DisplayName = "Ammo Clips For Slot 1"
- ; *Value = 1
- ; *Comment = "If the player starts out with the weapon in this slot, how many clips of ammo comes along with it."
- ; *Usage = "Public"
- ; }
- ;
- ;
- }
-
- }
-
- ;*Object = "WeaponAmmo"
- ;{
- ; *Name = "Weapon Ammo"
- ; *Access = "Public"
- ; *Type = "Object"
- ;
- ; ;-----------------------------------
- ; ; Variables
- ; ;-----------------------------------
- ; *Variables =
- ; {
- ; *Int = "AmmoPerClip"
- ; {
- ; *DisplayName = "Ammo Per Clip"
- ; *Value = 5
- ; *Min = 1
- ; *Max = 100
- ; *Comment = "The number of rounds of ammo can each clip hold."
- ; }
- ;
- ; *Int = "AmmoUsedPerShot"
- ; {
- ; *DisplayName = "Ammo Used Per Shot"
- ; *Value = 1
- ; *Min = 0
- ; *Max = 100
- ; *Comment = "The number of rounds of ammo that is used each time the weapon is fired."
- ; }
- ;
- ; *Float = "MuzzleRidingXFactor"
- ; {
- ; *DisplayName = "Muzzle Riding X Factor"
- ; *Value = 0.1
- ; *Min = 0.0
- ; *Max = 10.0
- ; *Comment = "The amount by which the weapon will move left/right while firing."
- ; }
- ;
- ; *Float = "MuzzleRidingYFactor"
- ; {
- ; *DisplayName = "Muzzle Riding Y Factor"
- ; *Value = 0.1
- ; *Min = 0.0
- ; *Max = 10.0
- ; *Comment = "The amount by which the weapon will move up/down while firing."
- ; }
- ; }
- ;}
- ;------------------------------------------------------------------------------
- ; Weapon Object
- ;------------------------------------------------------------------------------
- *OBJECT = "WeaponObject"
- {
- *NAME = "Weapon"
- ; *INHERITS = "WeaponAmmo"
- *INHERITS = "TurokAIObject"
- *TYPE = "OBJECT"
- *UseInActorEd = "False"
-
- *VARIABLES =
- {
- *Combo = "Weapon"
- {
- *DisplayName = "Weapon"
- *Value = 0
- *ComboList =
- {
- ; this list must be kept synchronized with WeaponInfo.h!
- "War Club",
- "Bow",
- "TekBow",
- "Grenade",
- "Pistol",
- "Shotgun",
- "Machine Gun",
- "Launcher",
- "Tek Weapon",
- "Flame Thrower",
- "Guided Device",
- "Gravity Disrupter",
- "Dark Matter Cube",
- "Crossbow"
- }
- *Comment = "The weapon type."
- }
-
- *Group = "Base Weapon"
- {
- *PICKFROMFILE = "WeaponNameBase"
- {
- *VALUE = "ID_NONE"
- *FILE = "$/\data\EnglishText.txt"
- *DISPLAYNAME = "Weapon Name"
- }
-
-
- *BOOL = "UsableUnderWaterBase"
- {
- *VALUE = "False"
- *DISPLAYNAME = "Usable Under Water?"
- *Comment = "Can this weapon be used underwater?"
- }
-
- *BOOL = "TwoHandedWeaponBase"
- {
- *VALUE = "False"
- *DISPLAYNAME = "Two Handed Weapon?"
- *Comment = "Is this a two handed weapon?"
- }
-
- *BOOL = "UsableWhenClimbingBase"
- {
- *VALUE = "False"
- *DISPLAYNAME = "Usable When Climbing?"
- *Comment = "Can this weapon be used while climbing?"
- }
-
- *Combo = "WeaponTypeBase"
- {
- *DisplayName = "Weapon Type"
- *Value = 0
- *ComboList =
- {
- "Melee",
- "Primitive Projectile",
- "Thrown",
- "Ballistic"
- }
- }
-
- *Group = "Onscreen Position"
- {
- *Float = "PositionXBase"
- {
- *DisplayName = "X"
- *Value = 0.0
- }
- *Float = "PositionYBase"
- {
- *DisplayName = "Y"
- *Value = 0.0
- }
- *Float = "PositionZBase"
- {
- *DisplayName = "Z"
- *Value = 0.0
- }
- *Float = "ScaleBase"
- {
- *DisplayName = "Scale"
- *Value = 1.0
- }
- }
-
- *Group = "Ammo"
- {
- *Int = "AmmoPerClipBase"
- {
- *DisplayName = "Ammo Per Clip"
- *Value = 5
- *Min = 1
- *Max = 100
- *Comment = "The number of rounds of ammo can each clip hold."
- }
-
- *Int = "AmmoUsedPerShotBase"
- {
- *DisplayName = "Ammo Used Per Shot"
- *Value = 1
- *Min = 0
- *Max = 100
- *Comment = "The number of rounds of ammo that is used each time the weapon is fired."
- }
-
- *Float = "MuzzleRidingXFactorBase"
- {
- *DisplayName = "Muzzle Riding X Factor"
- *Value = 0.1
- *Min = 0.0
- *Max = 10.0
- *Comment = "The amount by which the weapon will move left/right while firing."
- }
-
- *Float = "MuzzleRidingYFactorBase"
- {
- *DisplayName = "Muzzle Riding Y Factor"
- *Value = 0.1
- *Min = 0.0
- *Max = 10.0
- *Comment = "The amount by which the weapon will move up/down while firing."
- }
- }
- }
-
-
- *Group = "Upgrade1"
- {
- *BOOL = "IsUpgrade1"
- {
- *VALUE = "False"
- *DISPLAYNAME = "Level 1 Upgrade?"
- *Comment = "Set to True if this weapon has this level upgrade. Fill out the rest of the data in this group"
- *Comment = ""
- *Comment = "If False, the weapon will not have this level upgrade and the rest of the data in this group"
- *Comment = "will be ignored."
- }
-
- ; *Combo = "Upgrade1"
- ; {
- ; *DisplayName = "Upgrade 1"
- ; *Value = 0
- ; *ComboList =
- ; {
- ; "None",
- ; "1",
- ; "2"
- ; }
- ; *Comment = "The upgrade, if any, this weapon has."
- ; }
-
- *PICKFROMFILE = "WeaponNameUpgrade1"
- {
- *VALUE = "ID_NONE"
- *FILE = "$/\data\EnglishText.txt"
- *DISPLAYNAME = "Weapon Name"
- }
-
-
- *BOOL = "UsableUnderWaterUpgrade1"
- {
- *VALUE = "False"
- *DISPLAYNAME = "Usable Under Water?"
- *Comment = "Can this weapon be used underwater?"
- }
-
- *BOOL = "TwoHandedWeaponUpgrade1"
- {
- *VALUE = "False"
- *DISPLAYNAME = "Two Handed Weapon?"
- *Comment = "Is this a two handed weapon?"
- }
-
- *BOOL = "UsableWhenClimbingUpgrade1"
- {
- *VALUE = "False"
- *DISPLAYNAME = "Usable When Climbing?"
- *Comment = "Can this weapon be used while climbing?"
- }
-
- *Combo = "WeaponTypeUpgrade1"
- {
- *DisplayName = "Weapon Type"
- *Value = 0
- *ComboList =
- {
- "Melee",
- "Primitive Projectile",
- "Thrown",
- "Ballistic"
- }
- }
-
- *Group = "Onscreen Position"
- {
- *Float = "PositionXUpgrade1"
- {
- *DisplayName = "X"
- *Value = 0.0
- }
- *Float = "PositionYUpgrade1"
- {
- *DisplayName = "Y"
- *Value = 0.0
- }
- *Float = "PositionZUpgrade1"
- {
- *DisplayName = "Z"
- *Value = -1.5
- }
- *Float = "ScaleUpgrade1"
- {
- *DisplayName = "Scale"
- *Value = 1.0
- }
- }
-
- *Group = "Ammo"
- {
- *Int = "AmmoPerClipUpgrade1"
- {
- *DisplayName = "Ammo Per Clip"
- *Value = 5
- *Min = 1
- *Max = 100
- *Comment = "The number of rounds of ammo can each clip hold."
- }
-
- *Int = "AmmoUsedPerShotUpgrade1"
- {
- *DisplayName = "Ammo Used Per Shot"
- *Value = 1
- *Min = 0
- *Max = 100
- *Comment = "The number of rounds of ammo that is used each time the weapon is fired."
- }
-
- *Float = "MuzzleRidingXFactorUpgrade1"
- {
- *DisplayName = "Muzzle Riding X Factor"
- *Value = 0.1
- *Min = 0.0
- *Max = 10.0
- *Comment = "The amount by which the weapon will move left/right while firing."
- }
-
- *Float = "MuzzleRidingYFactorUpgrade1"
- {
- *DisplayName = "Muzzle Riding Y Factor"
- *Value = 0.1
- *Min = 0.0
- *Max = 10.0
- *Comment = "The amount by which the weapon will move up/down while firing."
- }
- }
- }
-
- *Group = "Upgrade2"
- {
- *BOOL = "IsUpgrade2"
- {
- *VALUE = "False"
- *DISPLAYNAME = "Level 2 Upgrade?"
- *Comment = "Set to True if this weapon has this level upgrade. Fill out the rest of the data in this group"
- *Comment = ""
- *Comment = "If False, the weapon will not have this level upgrade and the rest of the data in this group"
- *Comment = "will be ignored."
- }
-
- *PICKFROMFILE = "WeaponNameUpgrade2"
- {
- *VALUE = "ID_NONE"
- *FILE = "$/\data\EnglishText.txt"
- *DISPLAYNAME = "Weapon Name"
- }
-
-
- *BOOL = "UsableUnderWaterUpgrade2"
- {
- *VALUE = "False"
- *DISPLAYNAME = "Usable Under Water?"
- *Comment = "Can this weapon be used underwater?"
- }
-
- *BOOL = "TwoHandedWeaponUpgrade2"
- {
- *VALUE = "False"
- *DISPLAYNAME = "Two Handed Weapon?"
- *Comment = "Is this a two handed weapon?"
- }
-
- *BOOL = "UsableWhenClimbingUpgrade2"
- {
- *VALUE = "False"
- *DISPLAYNAME = "Usable When Climbing?"
- *Comment = "Can this weapon be used while climbing?"
- }
-
- *Combo = "WeaponTypeUpgrade2"
- {
- *DisplayName = "Weapon Type"
- *Value = 0
- *ComboList =
- {
- "Melee",
- "Primitive Projectile",
- "Thrown",
- "Ballistic"
- }
- }
-
- *Group = "Onscreen Position"
- {
- *Float = "PositionXUpgrade2"
- {
- *DisplayName = "X"
- *Value = 0.0
- }
- *Float = "PositionYUpgrade2"
- {
- *DisplayName = "Y"
- *Value = 0.0
- }
- *Float = "PositionZUpgrade2"
- {
- *DisplayName = "Z"
- *Value = -1.5
- }
- *Float = "ScaleUpgrade2"
- {
- *DisplayName = "Scale"
- *Value = 1.0
- }
- }
-
- *Group = "Ammo"
- {
- *Int = "AmmoPerClipUpgrade2"
- {
- *DisplayName = "Ammo Per Clip"
- *Value = 5
- *Min = 1
- *Max = 100
- *Comment = "The number of rounds of ammo can each clip hold."
- }
-
- *Int = "AmmoUsedPerShotUpgrade2"
- {
- *DisplayName = "Ammo Used Per Shot"
- *Value = 1
- *Min = 0
- *Max = 100
- *Comment = "The number of rounds of ammo that is used each time the weapon is fired."
- }
-
- *Float = "MuzzleRidingXFactorUpgrade2"
- {
- *DisplayName = "Muzzle Riding X Factor"
- *Value = 0.1
- *Min = 0.0
- *Max = 10.0
- *Comment = "The amount by which the weapon will move left/right while firing."
- }
-
- *Float = "MuzzleRidingYFactorUpgrade2"
- {
- *DisplayName = "Muzzle Riding Y Factor"
- *Value = 0.1
- *Min = 0.0
- *Max = 10.0
- *Comment = "The amount by which the weapon will move up/down while firing."
- }
- }
- }
- }
- }
-
- *OBJECT = "WarClubObject"
- {
- *NAME = "WarClubObject"
- *INHERITS = "WeaponObject"
- *TYPE = "OBJECT"
- *UseInActorEd = "True"
-
- ;-----------------------------------
- ; Variables
- ;-----------------------------------
- *Variables =
- {
- *Float = "RelaxDelay"
- {
- *DisplayName = "Relax Delay"
- *Value = 5.0
- *Comment = "The amount of time, in seconds, to stay in Idle Mode before"
- *Comment = "entering Relax Idle Mode."
- *Usage = "Protected"
- }
- }
-
- *AIMODES =
- {
- IdleRelax,
- IdleRelaxEnter,
- IdleRelaxExit,
- Enter,
- Exit,
- Idle,
- Fire,
- FireReturn,
- Combo1,
- Combo1Return,
- Combo2,
- Combo2Return,
- Combo3,
- Combo3Return,
- Charge,
- ChargeReturn
- }
- }
-
- *OBJECT = "BowObject"
- {
- *NAME = "BowObject"
- *INHERITS = "WeaponObject"
- *TYPE = "OBJECT"
- *UseInActorEd = "True"
-
- ;-----------------------------------
- ; Variables
- ;-----------------------------------
- *Variables =
- {
- *FilePick = "SparkleParticle"
- {
- *DISPLAYNAME = "Sparkle Particle"
- *Value = ""
- *Directory = "$\Data\Particle"
- *Extension = "par"
- *Extension = "eff"
- }
- *FilePick = "NormalArrow"
- {
- *DISPLAYNAME = "Normal Arrow"
- *Value = ""
- *Directory = "$\Data\Particle"
- *Extension = "par"
- *Extension = "eff"
- }
- *FilePick = "ExplosiveArrow"
- {
- *DISPLAYNAME = "Explosive Arrow"
- *Value = ""
- *Directory = "$\Data\Particle"
- *Extension = "par"
- *Extension = "eff"
- }
- *Float = "SnipeFOV"
- {
- *DisplayName = "Snipe FOV"
- *Value = 18.0
- *Min = 10.0
- *Max = 90.0
- *Comment = "The field of view used for snipe mode."
- *Comment = "Normal is ~75."
- *Comment = "The smaller the number means the more you zoom in."
- *Usage = "Protected"
- }
- *Float = "HoldMod"
- {
- *DisplayName = "Hold Modifier"
- *Value = 2.0
- *Min = 0.10
- *Max = 90.0
- *Comment = "This is the amount of effect each second has on the Bow Wobble"
- *Usage = "Protected"
- }
- *Float = "BaseWobble"
- {
- *DisplayName = "Base Wobble"
- *Value = 4.0
- *Min = 1.0
- *Max = 90.0
- *Comment = "This is the base value used for wobble rotation."
- *Usage = "Protected"
- }
- *Float = "RandWobble"
- {
- *DisplayName = "Random Wobble"
- *Value = 2.0
- *Min = 1.0
- *Max = 90.0
- *Comment = "This is a random amount of wobble added to rotation."
- *Usage = "Protected"
- }
- }
-
- *AIMODES =
- {
- Enter,
- Exit,
- Idle,
- PullBack,
- Hold,
- Release,
- ReleaseDbl,
- Reload,
- DefaultIdle,
- SnipeEnter,
- SnipeExit,
- ShortFire,
- SwitchToExplosive,
- SwitchToNormal,
- ShortExplodeFire,
- EmptyToLoaded,
- FireToEmpty,
- IdleEmpty,
- ExitEmpty
- }
- }
-
-
- *OBJECT = "Shotgun"
- {
- *NAME = "Shotgun"
- *INHERITS = "WeaponObject"
- *TYPE = "OBJECT"
- *UseInActorEd = "True"
-
-
- *AIMODES =
- {
- Enter,
- Exit,
- Idle,
- Fire,
- Fire2,
- Fire3,
- Fire4,
- Reload,
- Switch,
- DefaultIdle
- }
- *Sound = "DryClick"
- {
- *DisplayName = "No Ammo Click Sound"
- }
- }
-
- *OBJECT = "SuperShotgun"
- {
- *NAME = "SuperShotgun"
- *INHERITS = "WeaponObject"
- *TYPE = "OBJECT"
- *UseInActorEd = "True"
-
-
- *AIMODES =
- {
- Enter,
- Exit,
- Idle,
- Fire,
- Reload,
- BigShot
- }
- }
-
- *OBJECT = "FlameThrower"
- {
- *NAME = "FlameThrower"
- *INHERITS = "WeaponObject"
- *TYPE = "OBJECT"
- *UseInActorEd = "True"
-
- ;-----------------------------------
- ; Variables
- ;-----------------------------------
- *Variables =
- {
- *FilePick = "FTName"
- {
- *DisplayName = "Flame Particle"
- *Value = ""
- *Directory = "$\Data\Particle\"
- *Extension = "par"
- *Extension = "eff"
- *Comment = "This is the Flame Thrower particle to spawn."
- }
- *Sound = "DryClick"
- {
- *DisplayName = "No Ammo Click Sound"
- }
- }
-
- *AIMODES =
- {
- Enter,
- Exit,
- Idle,
- DefaultIdle,
- Fire,
- FireLoop,
- FireEnd,
- NapalmLaunch,
- Reload,
- Switch
- }
- }
-
- *OBJECT = "MiniGun"
- {
- *NAME = "MiniGun"
- *INHERITS = "WeaponObject"
- *TYPE = "OBJECT"
- *UseInActorEd = "True"
-
-
- *AIMODES =
- {
- Flc_Enter,
- Flc_Exit,
- Flc_Fire,
- Flc_Idle,
- Flc_to_Mni,
- Mni_Enter,
- Mni_Exit,
- Mni_Fire,
- Mni_to_Flc,
- Mni_Idle,
- Mni_SpinUp,
- Mni_SpinDown,
- Upg_Flc_Enter,
- Upg_Mni_Enter
- }
- *Sound = "DryClick"
- {
- *DisplayName = "No Ammo Click Sound"
- }
- *Sound = "SpinSound"
- {
- *DisplayName = "Sound to use for both the spin up and spin down."
- }
- }
-
- *OBJECT = "GasGrenade"
- {
- *NAME = "GasGrenade"
- *INHERITS = "WeaponObject"
- *TYPE = "OBJECT"
- *UseInActorEd = "True"
-
-
- *AIMODES =
- {
- Enter,
- Exit,
- Idle,
- Fire,
- Reload
- }
- }
-
- *OBJECT = "Mine"
- {
- *NAME = "Mine"
- *INHERITS = "WeaponObject"
- *TYPE = "OBJECT"
- *UseInActorEd = "True"
-
-
- *AIMODES =
- {
- Enter,
- Exit,
- Idle,
- Fire,
- Reload
- }
- }
-
- *OBJECT = "RocketLauncher"
- {
- *NAME = "RocketLauncher"
- *INHERITS = "WeaponObject"
- *TYPE = "OBJECT"
- *UseInActorEd = "True"
-
-
- *AIMODES =
- {
- Enter,
- RocketExit,
- SwarmExit,
- NukeExit,
- EmptyToRocket,
- EmptyToSwarm,
- EmptyToNuke,
- RocketToEmpty,
- SwarmToEmpty,
- NukeToEmpty,
- RocketFire,
- SwarmFire,
- NukeCharge,
- NukeFire,
- RocketIdle,
- SwarmIdle,
- NukeIdle,
- RocketDefaultIdle,
- SwarmDefaultIdle,
- NukeDefaultIdle,
- }
-
- *Variables =
- {
- *FilePick = "CrosshairName"
- {
- *DisplayName = "Crosshair Name"
- *Value = ""
- *Directory = "$\Data\Textures\"
- *Extension = "bmp"
- *Extension = "jpg"
- *Extension = "tga"
- *Comment = "The sprite used for the Rocket Launcher lock crosshair"
- }
-
- *Sound = "DryClick"
- {
- *DisplayName = "No Ammo Click Sound"
- }
-
- *Sound = "LockOnSound"
- {
- *DisplayName = "Swarm Bore Lock On Sound"
- }
- }
- }
-
- *OBJECT = "TekBow"
- {
- *NAME = "TekBow"
- *INHERITS = "WeaponObject"
- *TYPE = "OBJECT"
- *UseInActorEd = "True"
-
- ;-----------------------------------
- ; Variables
- ;-----------------------------------
- *Variables =
- {
- *Float = "SnipeFOV"
- {
- *DisplayName = "Snipe FOV"
- *Value = 18.0
- *Min = 10.0
- *Max = 90.0
- *Comment = "The field of view used for snipe mode."
- *Comment = "Normal FOV is ~75."
- *Comment = "The smaller the number means the more you zoom in."
- *Usage = "Protected"
- }
- *FilePick = "SPOlName"
- {
- *DisplayName = "Sniper Overlay"
- *Value = ""
- *Directory = "$\Data\Textures\"
- *Extension = "tga"
- *Extension = "bmp"
- *Comment = "This is the Snipe mode screen overlay."
- }
- *Float = "BaseWobble"
- {
- *DisplayName = "Base Wobble"
- *Value = 4.0
- *Min = 1.0
- *Max = 90.0
- *Comment = "This is the base value used for wobble rotation."
- *Usage = "Protected"
- }
- *Float = "RandWobble"
- {
- *DisplayName = "Random Wobble"
- *Value = 2.0
- *Min = 1.0
- *Max = 90.0
- *Comment = "This is a random amount of wobble added to rotation."
- *Usage = "Protected"
- }
- *FilePick = "NormalArrow"
- {
- *DISPLAYNAME = "Normal Arrow"
- *Value = ""
- *Directory = "$\Data\Particle"
- *Extension = "par"
- *Extension = "eff"
- }
- *FilePick = "ExplosiveArrow"
- {
- *DISPLAYNAME = "Explosive Arrow"
- *Value = ""
- *Directory = "$\Data\Particle"
- *Extension = "par"
- *Extension = "eff"
- }
- *FilePick = "PoisonArrow"
- {
- *DISPLAYNAME = "Poison Arrow"
- *Value = ""
- *Directory = "$\Data\Particle"
- *Extension = "par"
- *Extension = "eff"
- }
- }
-
- *AIMODES =
- {
- Enter,
- Exit,
- Idle,
- PullBack,
- Hold,
- Release,
- Reload,
- DefaultIdle,
- SnipeEnter,
- SnipeExit,
- SnipeFire,
- SwitchToExplosive,
- SwitchToPoison,
- SwitchToBroadHead,
- EmptyToLoaded,
- FireToEmpty,
- IdleEmpty,
- ExitEmpty
- }
- }
-
-
- *OBJECT = "CrossBow"
- {
- *NAME = "CrossBow"
- *INHERITS = "WeaponObject"
- *TYPE = "OBJECT"
- *UseInActorEd = "True"
-
- ;-----------------------------------
- ; Variables
- ;-----------------------------------
- *Variables =
- {
- *Float = "SnipeFOV"
- {
- *DisplayName = "Snipe FOV"
- *Value = 18.0
- *Min = 10.0
- *Max = 90.0
- *Comment = "The field of view used for snipe mode."
- *Comment = "Normal FOV is ~75."
- *Comment = "The smaller the number means the more you zoom in."
- *Usage = "Protected"
- }
- *FilePick = "SPOlName"
- {
- *DisplayName = "Sniper Overlay"
- *Value = ""
- *Directory = "$\Data\Textures\"
- *Extension = "tga"
- *Extension = "bmp"
- *Comment = "This is the Snipe mode screen overlay."
- }
- *Float = "BaseWobble"
- {
- *DisplayName = "Base Wobble"
- *Value = 4.0
- *Min = 1.0
- *Max = 90.0
- *Comment = "This is the base value used for wobble rotation."
- *Usage = "Protected"
- }
- *Float = "RandWobble"
- {
- *DisplayName = "Random Wobble"
- *Value = 2.0
- *Min = 1.0
- *Max = 90.0
- *Comment = "This is a random amount of wobble added to rotation."
- *Usage = "Protected"
- }
- *FilePick = "NormalArrow"
- {
- *DISPLAYNAME = "Normal Arrow"
- *Value = ""
- *Directory = "$\Data\Particle"
- *Extension = "par"
- *Extension = "eff"
- }
- *FilePick = "ExplosiveArrow"
- {
- *DISPLAYNAME = "Explosive Arrow"
- *Value = ""
- *Directory = "$\Data\Particle"
- *Extension = "par"
- *Extension = "eff"
- }
- *FilePick = "PoisonArrow"
- {
- *DISPLAYNAME = "Poison Arrow"
- *Value = ""
- *Directory = "$\Data\Particle"
- *Extension = "par"
- *Extension = "eff"
- }
- }
-
- *AIMODES =
- {
- Enter,
- ExitA,
- ExitB,
- IdleA,
- IdleB,
- PullBack,
- Hold,
- Release,
- Reload,
- DefaultIdle,
- SnipeEnterA,
- SnipeEnterB,
- SnipeExitA,
- SnipeExitB,
- SnipeFire,
- SwitchToExplosive,
- SwitchToPoison,
- SwitchToBroadHead
- }
- }
-
-
- *OBJECT = "DarkMatterCube"
- {
- *NAME = "DarkMatterCube"
- *INHERITS = "WeaponObject"
- *TYPE = "OBJECT"
- *UseInActorEd = "True"
-
-
- ;-----------------------------------
- ; Variables
- ;-----------------------------------
- *Variables =
- {
- *Float = "MaxHoldTime"
- {
- *DisplayName = "Max Hold Time"
- *Value = 2
- *Comment = "The amount of time, in seconds, that the code pays attention"
- *Comment = "to holding down the button."
- *Usage = "Public"
- }
- *Float = "MaxThrowDist"
- {
- *DisplayName = "Max Throw Distance"
- *Value = 12
- *Comment = "This is the maximum velocity (which relates to the maximum distance)"
- *Comment = "that the grenade has upon leaving Tal'Set's hand."
- *Usage = "Public"
- }
- *Float = "MinThrowDist"
- {
- *DisplayName = "Min Throw Distance"
- *Value = 5
- *Comment = "This is the minimum velocity (which relates to the maximum distance)"
- *Comment = "that the grenade has upon leaving Tal'Set's hand."
- *Usage = "Public"
- }
- }
-
- *AIMODES =
- {
- Enter,
- Exit,
- Idle,
- DefaultIdle,
- Fire,
- ImplodeTransform,
- ExplodeTransform,
- Pullback
- }
- }
-
- *OBJECT = "SniperPistol"
- {
- *NAME = "SniperPistol"
- *INHERITS = "WeaponObject"
- *TYPE = "OBJECT"
- *UseInActorEd = "True"
-
- ;-----------------------------------
- ; Variables
- ;-----------------------------------
- *Variables =
- {
- *Float = "SnipeFOV"
- {
- *DisplayName = "Snipe FOV"
- *Value = 18.0
- *Min = 10.0
- *Max = 90.0
- *Comment = "The field of view used for snipe mode."
- *Comment = "Normal FOV is ~75."
- *Comment = "The smaller the number means the more you zoom in."
- *Usage = "Protected"
- }
-
- *FilePick = "SPOlName"
- {
- *DisplayName = "Sniper Overlay"
- *Value = ""
- *Directory = "$\Data\Textures\"
- *Extension = "tga"
- *Extension = "bmp"
- *Comment = "This is the Snipe mode screen overlay."
- }
-
- *Sound = "DryClick"
- {
- *DisplayName = "No Ammo Click Sound"
- }
-
-
- *Group = "Kick"
- {
- *Float = "SKTP"
- {
- *DisplayName = "Kick Top Pitch Static"
- *Value = 7.5
- *Min = -90.0
- *Max = 90.0
- *Comment = "Base Value for the Pitch used at the Top of the Snipe Kick."
- *Usage = "Protected"
- }
- *Float = "SKTY"
- {
- *DisplayName = "Kick Top Yaw Static"
- *Value = 0.0
- *Min = -90.0
- *Max = 90.0
- *Comment = "Base Value for the Yaw used at the Top of the Snipe Kick."
- *Usage = "Protected"
- }
- *Float = "RKTP"
- {
- *DisplayName = "Kick Top Pitch Random"
- *Value = 2.0
- *Min = -90.0
- *Max = 90.0
- *Comment = "Random adjustment to the Pitch used at the Top of the Kick."
- *Usage = "Protected"
- }
- *Float = "RKTY"
- {
- *DisplayName = "Kick Top Yaw Random"
- *Value = 2.0
- *Min = -90.0
- *Max = 90.0
- *Comment = "Random adjustment to the Yaw used at the Top of the Kick."
- *Usage = "Protected"
- }
- *Float = "SKBP"
- {
- *DisplayName = "Kick Bottom Pitch Static"
- *Value = 0.50
- *Min = -90.0
- *Max = 90.0
- *Comment = "Base Value for the Pitch used at the Bottom of the Snipe Kick."
- *Usage = "Protected"
- }
- *Float = "SKBY"
- {
- *DisplayName = "Kick Bottom Yaw Static"
- *Value = 0.0
- *Min = -90.0
- *Max = 90.0
- *Comment = "Base Value for the Yaw used at the Bottom of the Snipe Kick."
- *Usage = "Protected"
- }
- *Float = "RKBP"
- {
- *DisplayName = "Kick Bottom Pitch Random"
- *Value = 2.0
- *Min = -90.0
- *Max = 90.0
- *Comment = "Random adjustment to the Pitch used at the Bottom of the Kick."
- *Usage = "Protected"
- }
- *Float = "RKBY"
- {
- *DisplayName = "Kick Bottom Yaw Random"
- *Value = 3.0
- *Min = -90.0
- *Max = 90.0
- *Comment = "Random adjustment to the Yaw used at the Bottom of the Kick."
- *Usage = "Protected"
- }
- }
-
- }
-
- *AIMODES =
- {
- Enter,
- Exit,
- Idle,
- Fire,
- Reload,
- DefaultIdle,
- SnipeEnter,
- SnipeExit,
- SnipeFire,
- UpgradeEnter
- }
- }
-
- *OBJECT = "GuidedDevice"
- {
- *NAME = "GuidedDevice"
- *INHERITS = "WeaponObject"
- *TYPE = "OBJECT"
- *UseInActorEd = "True"
-
-
- *AIMODES =
- {
- Enter,
- Exit,
- Idle,
- Fire,
- DefaultIdle
- }
- }
-
- *OBJECT = "SpikedMine"
- {
- *NAME = "SpikedMine"
- *INHERITS = "WeaponObject"
- *TYPE = "OBJECT"
- *UseInActorEd = "True"
-
-
- ;-----------------------------------
- ; Variables
- ;-----------------------------------
- *Variables =
- {
- *Float = "MaxHoldTime"
- {
- *DisplayName = "Max Hold Time"
- *Value = "2.0000"
- *Comment = "The amount of time, in seconds, that the code pays attention"
- *Comment = "to holding down the button."
- *Usage = "Public"
- }
- *Float = "MaxThrowDist"
- {
- *DisplayName = "Max Throw Distance"
- *Value = "12.0000"
- *Comment = "This is the maximum velocity (which relates to the maximum distance)"
- *Comment = "that the grenade has upon leaving Tal'Set's hand."
- *Usage = "Public"
- }
- *Float = "MinThrowDist"
- {
- *DisplayName = "Min Throw Distance"
- *Value = "5.0000"
- *Comment = "This is the minimum velocity (which relates to the maximum distance)"
- *Comment = "that the grenade has upon leaving Tal'Set's hand."
- *Usage = "Public"
- }
- }
-
-
-
- *AIMODES =
- {
- Enter,
- Exit,
- Idle,
- Fire,
- DefaultIdle,
- SpikeIdle,
- DefaultSpikeIdle,
- SpikeExpand,
- SpikeRetract,
- SpikeFire,
- DetonatorDraw,
- DetonatorExit,
- DetonatorFire,
- DetonatorIdle,
- DefaultDetonatorIdle,
- SpikePullBack,
- PullBack,
- SpikeDraw,
- SpikeExit
- }
- }
-
-
- *OBJECT = "GravityDisrupter"
- {
- *NAME = "GravityDisrupter"
- *INHERITS = "WeaponObject"
- *TYPE = "OBJECT"
- *UseInActorEd = "True"
-
-
- ;-----------------------------------
- ; Variables
- ;-----------------------------------
- *Variables =
- {
- *FilePick = "GDBName"
- {
- *DisplayName = "Gravity Beam"
- *Value = ""
- *Directory = "$\Data\Particle\"
- *Extension = "par"
- *Extension = "eff"
- *Comment = "This is the Gravity Beam particle to spawn."
- }
- *Sound = "DryClick"
- {
- *DisplayName = "No Ammo Click Sound"
- }
- *Sound = "ChargeWaveSound"
- {
- *DisplayName = "Wave Charge Sound."
- }
- *Sound = "GrappleIdleSound"
- {
- *DisplayName = "Grapple Idle Sound"
- }
- *Sound = "ChargeFullSound"
- {
- *DisplayName = "Full Charge Beep"
- }
- }
-
- *AIMODES =
- {
- Enter,
- Exit,
- Idle,
- WaveFire,
- GrappleFire,
- GrappleOut,
- GrappleHit,
- GrappleHold,
- GrappleRelease,
- DefaultIdle
- WaveCharge,
- WaveChargeIdle,
- WaveShortFire,
- GrappleSpinUp,
- Switch1,
- Switch2,
- GrappleRelease2,
- WaveDefaultIdle,
- WaveIdle,
- UpgExit
- }
- }
-
-
- *OBJECT = "TekWeapon"
- {
- *NAME = "TekWeapon"
- *INHERITS = "WeaponObject"
- *TYPE = "OBJECT"
- *UseInActorEd = "True"
-
-
- *AIMODES =
- {
- Enter,
- DefaultIdle,
- SmartExit,
- SmartIdle,
- SmartDefaultIdle,
- SmartFire,
- PulseExit,
- PulseIdle,
- PulseDefaultIdle,
- PulseFire,
- BeamExit,
- BeamIdle,
- BeamDefaultIdle,
- BeamFire,
- SmartToPulse,
- SmartToBeam,
- PulseToBeam,
- PulseToSmart,
- BeamToPulse
- }
-
- *Sound = "DryClick"
- {
- *DisplayName = "No Ammo Click Sound"
- }
- }
-
- *OBJECT = "SpikedMineObject"
- {
- *NAME = "SpikedMineObject"
- *INHERITS = "TurokAIObject"
- *TYPE = "OBJECT"
- *UseInActorEd = "True"
-
- ;-----------------------------------
- ; Variables
- ;-----------------------------------
- *Variables =
- {
- *FilePick = "SMExpName"
- {
- *DisplayName = "Explosion Particle"
- *Value = ""
- *Directory = "$\Data\Particle\"
- *Extension = "par"
- *Extension = "eff"
- *Comment = "This is the Spiked Mine explosion particle to spawn."
- }
-
-
- *Float = "ArmTime"
- {
- *DisplayName = "Arming Time"
- *Value = 5.0
- *Min = 0.0
- *Comment = "Time in Seconds to wait before arming the Spiked Mine."
- }
-
- *Float = "BoomTime"
- {
- *DisplayName = "Explode Time"
- *Value = 20.0
- *Min = 0.0
- *Comment = "Time in Seconds to wait before the Spiked Mine explodes on its own."
- }
-
- *Float = "Distance"
- {
- *DisplayName = "Scan Distance"
- *Value = 20.0
- *Min = 0.0
- *Comment = "Radius of the Collision sphere that determines if the Spiked Mine blows up."
- }
- }
-
- }
-
- *OBJECT = "DarkMatterObject"
- {
- *NAME = "DarkMatterObject"
- *INHERITS = "TurokAIObject"
- *TYPE = "OBJECT"
- *UseInActorEd = "True"
-
- ;-----------------------------------
- ; Variables
- ;-----------------------------------
- *Variables =
- {
- *FilePick = "DMExpName"
- {
- *DisplayName = "Explosion Particle"
- *Value = ""
- *Directory = "$\Data\Particle\"
- *Extension = "par"
- *Extension = "eff"
- *Comment = "This is the Dark Matter explosion particle to spawn."
- }
-
-
- *Float = "DMTmOut"
- {
- *DisplayName = "Time Out"
- *Value = 60.0
- *Min = 0.0
- *Comment = "Time in Seconds to wait before the Dark Matter explodes on its own."
- }
-
- *Float = "DMExActRad"
- {
- *DisplayName = "Explosion Activation Radius"
- *Value = 2.0
- *Min = 0.0
- *Comment = "Distance in feet that activates the explosion cube."
- }
-
- *Float = "DMExDamRad"
- {
- *DisplayName = "Explosion Damage Radius"
- *Value = 15.0
- *Min = 0.0
- *Comment = "Distance in feet from the cube that enemies will be instantly killed."
- }
-
- *FilePick = "DMImName"
- {
- *DisplayName = "Implosion Particle"
- *Value = ""
- *Directory = "$\Data\Particle\"
- *Extension = "par"
- *Extension = "eff"
- *Comment = "This is the Dark Matter Implosion particle to spawn."
- }
-
- *Float = "DMImActRad"
- {
- *DisplayName = "Implode Activation Radius"
- *Value = 2.0
- *Min = 0.0
- *Comment = "Distance in feet that activates the Implosion cube."
- }
-
- *Float = "DMImDamRad"
- {
- *DisplayName = "Implode Damage Radius"
- *Value = 15.0
- *Min = 0.0
- *Comment = "Distance in feet from the cube that enemies will be instantly killed."
- }
-
- *Float = "DMImTm"
- {
- *DisplayName = "Implode Time"
- *Value = 1.0
- *Min = 0.1
- *Comment = "Time in seconds it takes an actor to get sucked into the center of the implosion."
- }
- *Float = "DMImpTimeOut"
- {
- *DisplayName = "Implode Timeout"
- *Value = 1.0
- *Min = 0.1
- *Comment = "Time in seconds that the DMC will stay in Implode Mode."
- }
- }
- }
-
- *OBJECT = "GuidedDeviceObject"
- {
- *NAME = "GuidedDeviceObject"
- *INHERITS = "TurokAIObject"
- *TYPE = "OBJECT"
- *UseInActorEd = "True"
-
- *AIMODES =
- {
- Idle,
- Walk,
- Transform,
- Jump
- }
-
- ;-----------------------------------
- ; Variables
- ;-----------------------------------
- *VARIABLES =
- {
- *FLOAT = "GDMoveSpd"
- {
- *VALUE = 5
- *MIN = 1
- *MAX = 50
- *DISPLAYNAME = "Movement Speed"
- *Comment = "Movement speed in m/s."
- }
-
- *FLOAT = "GDTrnSpd"
- {
- *VALUE = 240
- *MIN = 0
- *MAX = 720
- *DISPLAYNAME = "Turning Speed"
- *Comment = "Turning speed in degrees/s."
- }
-
- *FLOAT = "GDJmpSpd"
- {
- *VALUE = 5
- *MIN = 0
- *DISPLAYNAME = "Jump Speed"
- *Comment = "Jump speed in m/s."
- }
-
- *Float = "GDFOV"
- {
- *Comment = "Low values (<90) for a zoom effect, high values for fisheye"
- *Value = 120
- *MIN = 1
- *MAX = 360
- *DisplayName = "Field Of View"
- }
-
- *Float = "GDPUp"
- {
- *Comment = "Max angle, in degrees, you can pitch the camera up"
- *Value = 50
- *MIN = 0
- *MAX = 90
- *DisplayName = "Max Camera Pitch Up"
- }
-
- *Float = "GDPDn"
- {
- *Comment = "Max angle, in degrees, you can pitch the camera down"
- *Value = 2
- *MIN = 0
- *MAX = 90
- *DisplayName = "Max Camera Pitch Down"
- }
-
- *FilePick = "GDBombName"
- {
- *DisplayName = "Bomb Particle"
- *Value = ""
- *Directory = "$\Data\Particle\"
- *Extension = "par"
- *Extension = "eff"
- *Comment = "This is the Bomb mode particle to spawn."
- }
-
- *FilePick = "GDGasSmall"
- {
- *DisplayName = "Small Poison Gas Particle"
- *Value = ""
- *Directory = "$\Data\Particle\"
- *Extension = "par"
- *Extension = "eff"
- *Comment = "This is the Poison Gas mode particle to spawn."
- }
-
- *FilePick = "GDGasMed"
- {
- *DisplayName = "Medium Poison Gas Particle"
- *Value = ""
- *Directory = "$\Data\Particle\"
- *Extension = "par"
- *Extension = "eff"
- *Comment = "This is the Poison Gas mode particle to spawn."
- }
-
- *FilePick = "GDGasLarge"
- {
- *DisplayName = "Large Poison Gas Particle"
- *Value = ""
- *Directory = "$\Data\Particle\"
- *Extension = "par"
- *Extension = "eff"
- *Comment = "This is the Poison Gas mode particle to spawn."
- }
-
- *FilePick = "GDGasStreamName"
- {
- *DisplayName = "Poison Gas Stream"
- *Value = ""
- *Directory = "$\Data\Particle\"
- *Extension = "par"
- *Extension = "eff"
- *Comment = "This is the Poison Gas Stream particle to spawn."
- }
-
- *FLOAT = "MinStaticDist"
- {
- *VALUE = 30.0
- *MIN = 0.0
- *MAX = 50.0
- *DISPLAYNAME = "Minimum Static Distance"
- *Comment = "This is how far you can get (in meters) away from Tal'Set before the static starts."
- }
-
- *FLOAT = "Cutoff"
- {
- *VALUE = 50.0
- *MIN = 0.0
- *MAX = 10000.0
- *DISPLAYNAME = "Cutoff Distance"
- *Comment = "This is how far you can get (in meters) away from Tal'Set before the device will lose contact."
- }
-
- *Group = "Sound"
- {
- *Sound = "BombMode"
- {
- *DisplayName = "Bomb Mode"
- }
- *Sound = "GasMode"
- {
- *DisplayName = "Gas Mode"
- }
- *Sound = "LureMode"
- {
- *DisplayName = "Lure Mode"
- }
- *Sound = "AbortMode"
- {
- *DisplayName = "Abort Mode"
- }
- *Sound = "LureSound"
- {
- *DisplayName = "Lure Sound"
- }
- *Sound = "StartGasSound"
- {
- *DisplayName = "Start Gas Sound"
- }
- *Sound = "LoopGasSound"
- {
- *DisplayName = "Gas Loop Sound"
- }
- *Sound = "EndGasSound"
- {
- *DisplayName = "End Gas Sound"
- }
- *Sound = "CollideSound"
- {
- *DisplayName = "Collide Sound"
- }
-
- }
-
- }
- }
-
- *OBJECT = "NapalmGelObject"
- {
- *NAME = "NapalmGelObject"
- *INHERITS = "TurokAIObject"
- *TYPE = "OBJECT"
- *UseInActorEd = "True"
-
- ;-----------------------------------
- ; Variables
- ;-----------------------------------
- *Variables =
- {
- *FilePick = "NGFireName"
- {
- *DisplayName = "Fire Particle"
- *Value = ""
- *Directory = "$\Data\Particle\"
- *Extension = "par"
- *Extension = "eff"
- *Comment = "This is the Napalm Gel Fire particle to spawn."
- }
-
-
- *Float = "NGTmOut"
- {
- *DisplayName = "Time Out"
- *Value = 6.0
- *Min = 0.0
- *Comment = "Time in Seconds to wait before the Napalm Gel dries out and is useless."
- }
- }
- }
-
-
- *OBJECT = "DinoBite"
- {
- *NAME = "DinoBite"
- *INHERITS = "WeaponObject"
- *TYPE = "OBJECT"
- *UseInActorEd = "True"
-
- *AIMODES =
- {
- Enter,
- Exit,
- Idle,
- Fire,
- DefaultIdle
- }
- }
-
- ;------------------------------------------------------------------------------
- ; Remote Object
- ;------------------------------------------------------------------------------
- *OBJECT = "RCDevice"
- {
- *NAME = "RCDevice"
- *INHERITS = "DeviceAIObject"
- *TYPE = "OBJECT"
- *UseInActorEd = "True"
-
- *AIMODES =
- {
- Idle,
- Move,
- }
-
- *VARIABLES =
- {
- *Group = "Remote Device"
- {
- *FLOAT = "MovementSpeed"
- {
- *VALUE = 10
- *MIN = 1
- *MAX = 50
- *DISPLAYNAME = "Movement Speed"
- *Comment = "Movement speed in m/s."
- }
-
- *FLOAT = "TurningSpeed"
- {
- *VALUE = 240
- *MIN = 0
- *MAX = 720
- *DISPLAYNAME = "Turning Speed"
- *Comment = "Turning speed in degrees/s."
- }
-
- *Group = "Placement Offset"
- {
- *Comment = "The relative offset from the player where the remote will dropped."
- *Float = "OffsetX"
- {
- *DisplayName = "X"
- *Value = 0.0
- }
- *Float = "OffsetY"
- {
- *DisplayName = "Y"
- *Value = 0.0
- }
- *Float = "OffsetZ"
- {
- *DisplayName = "Z"
- *Value = 0.0
- }
- }
-
- *Float = "FOV"
- {
- *Comment = "Low values (<90) for a zoom effect, high values for fisheye"
- *Value = 120
- *MIN = 1
- *MAX = 360
- *DisplayName = "Field Of View"
- }
- }
- }
- }
-
- *OBJECT = "PteranadonRocketLauncher"
- {
- *NAME = "PteranadonRocketLauncher"
- *INHERITS = "WeaponObject"
- *TYPE = "OBJECT"
- *UseInActorEd = "True"
- }
-
-
-
- ;------------------------------------------------------------------------------
- ; CTF Flag
- ;------------------------------------------------------------------------------
-
- *OBJECT = "Flag"
- {
- *Name = "Flag"
- *INHERITS = "Pickup"
- *TYPE = "OBJECT"
- *UseInActorEd = "True"
-
- *Variables =
- {
- *Group = "Team"
- {
- *Combo = "TEAMNAME" ; MAX 255 chars
- {
- *DisplayName = "TeamName"
- *Value = 0
- *ComboList =
- {
- "Fire",
- "Stone"
- }
- }
- }
- *Sound = "PickupSound"
- {
- *DisplayName = "PickupSound"
- *Comment = "Sound to be played when flag is picked up"
- }
- *Sound = "DroppedSound1"
- {
- *DisplayName = "DroppedSound1"
- *Comment = "Sound to be played when flag is dropped"
- }
- *Sound = "DroppedSound2"
- {
- *DisplayName = "DroppedSound2"
- *Comment = "Will be played simultaneously w/DroppedSound1"
- }
- *Sound = "CaptureSound"
- {
- *DisplayName = "CaptureSound"
- *Comment = "Sound to be played when flag is captured"
- }
- *Sound = "Returned Sound"
- {
- *DisplayName = "ReturnedSound"
- *COmment = "Sound to be played when flag is returned to base"
- }
- }
-
- }
-
- ;------------------------------------------------------------------------------
- ; Deathmatch Player
- ;------------------------------------------------------------------------------
-
- *OBJECT = "DMPlayer"
- {
- *Name = "DMPlayer"
- *INHERITS = "Player"
- *TYPE = "OBJECT"
- *UseInActorEd = "True"
- *AIMODES =
- {
- "Idle",
- "AlertIdle",
- "Run",
- "Walk",
- "Jump",
- "MoveForward"
- "MoveBackward",
- "StrafeLeft",
- "StrafeRight",
- "MoveLeft",
- "MoveRight",
- "TurnLeft",
- "TurnRight",
- "BackWalk",
- "BackRun",
- "Damaged",
- "Attack",
- "LoopAttack",
- "Fall",
- "CrouchIdle",
- "CrouchForward",
- "CrouchBackward",
- "CrouchLeft",
- "CrouchRight",
- "CrouchTurnRight",
- "CrouchTurnLeft",
- "Respawn",
- "LeftDamage",
- "ClimbIdle",
- "ClimbUp",
- "ClimbDown",
- "ClimbLeft",
- "ClimbRight",
- "EndClimb",
- "AttackForward",
- "AttackBackward",
- "AttackIdle",
- "AttackStrafeLeft",
- "AttackStrafeRight",
- "AttackJump",
- "AttackTurnLeft",
- "AttackTurnRight",
- "CrouchAttackLeft",
- "CrouchAttackRight",
- "CrouchAttackForward",
- "CrouchAttackBackward",
- "CrouchAttackIdle",
- "SnipeAttack",
- "SwimForward",
- "SwimBackward",
- "SwimUp",
- "SwimDown",
- "SwimLeft",
- "SwimRight",
- "SwimBurst",
- "WaterSurfaceIdle",
- "UnderwaterIdle",
- "SwimTurnLeft",
- "SwimTurnRight",
- "LeapToShore",
- "SwimAttack",
- "DiveIntoWater",
- "UsingGuidedDevice",
- "OneHandIdle",
- "OneHandAlertIdle",
- "OneHandMoveForward",
- "OneHandMoveBackward",
- "OneHandStrafeLeft",
- "OneHandStrafeRight",
- "OneHandTurnLeft",
- "OneHandTurnRight",
- "OneHandAttackIdle",
- "OneHandAttackForward",
- "OneHandAttackBackward",
- "OneHandAttackStrafeLeft",
- "OneHandAttackStrafeRight",
- "OneHandAttackJump",
- "OneHandAttackTurnLeft",
- "OneHandAttackTurnRight",
- "OneHandAttackSnipe",
- "OneHandCrouchAttackStrafeLeft",
- "OneHandCrouchAttackStrafeRight",
- "OneHandCrouchAttackForward",
- "OneHandCrouchAttackBackward",
- "OneHandCrouchAttackIdle",
- "Celebrate",
- "MonkeyClimbLeft",
- "MonkeyClimbRight",
- "MonkeyClimbForward",
- "MonkeyClimbBackward",
- "MonkeyClimbIdle",
- "MonkeyClimbBegin",
- "MonkeyClimbEnd",
- "WarclubAttack",
- "WarclubCombo1",
- "WarclubCombo2",
- "WarclubCombo3",
- "ThrowIdle",
- "ThrowRunForward",
- "ThrowRunBackward",
- "ThrowStrafeRight",
- "ThrowStrafeLeft",
- "ThrowGuidedDevice"
- }
- *Variables =
- {
- *FilePick = "DeadPlayerActor"
- {
- *DisplayName = "Dead Player"
- *Value = "\Data\Actors\Multiplayer\DeadPlayer\DeadPlayer.atr"
- *Directory = "$/Data/Actors/Multiplayer"
- *Extension = "atr"
- *Comment = "This is the actor that will be spawned when a player is killed."
- }
- *FilePick = "GreenTeamMesh"
- {
- *DisplayName = "Stone Team Mesh"
- *Value = ""
- *Directory = "$/Data/Actors/"
- *Extension = "atf"
- *Comment = "Mesh for team play"
- }
- *FilePick = "YellowTeamMesh"
- {
- *DisplayName = "Fire Team Mesh"
- *Value = ""
- *Directory = "$/Data/Actors/"
- *Extension = "atf"
- *Comment = "Mesh for team play"
- }
- *FilePick = "Snapshot"
- {
- *DisplayName = "Player Snapshot"
- *Value = ""
- *Directory = "$/Data/Textures/OnScreenGraphics/FrontEnd/Players"
- *Extension = "bmp"
- *Extension = "tga"
- *Comment = "Picture of the player"
- }
- *Bool = "IsRaptor"
- {
- *DisplayName = "Raptor Player?"
- *Value = "False"
- *Comment = "Set this to true if the player is a Raptor"
- }
- ; Shield belt sounds
- *Group = "Sounds"
- {
- *Sound = "ShieldOnSound"
- {
- *Displayname = "Sheild On Sound"
- }
- *Sound = "ShieldOffSound"
- {
- *Displayname = "Sheild Off Sound"
- }
- *Sound = "ShieldActiveSound"
- {
- *Displayname = "Sheild Active Sound"
- }
- *Sound = "ShieldDamageSound"
- {
- *Displayname = "Sheild Damage Sound"
- }
- ; Death Helm
-
- *Sound = "DeathHelmOnSound"
- {
- *Displayname = "Death Helm On Sound"
- }
- *Sound = "DeathHelmActiveSound"
- {
- *Displayname = "Death Helm Active Sound"
- }
- *Sound = "DeathHelmOffSound"
- {
- *Displayname = "Death Helm Off Sound"
- }
- *Sound = "CloakingBeltOnSound"
- {
- *DisplayName = "Cloaking Belt On Sound"
- }
- *Sound = "CloakingBeltOffSound"
- {
- *DisplayName = "Cloaking Belf Off Sound"
- }
- *Sound = "PickupSound"
- {
- *DisplayName = "Pickup Sound"
- }
- *Sound = "TauntSound"
- {
- *DisplayName = "Taunt Sound"
- }
- *Sound = "CelebrateSound"
- {
- *DisplayName = "Celebrate Sound"
- }
- *Sound = "RegenerateSound"
- {
- *DisplayName = "Regenerate Sound"
- }
- *Sound = "RespawnSound"
- {
- *DisplayName = "Respawn Sound"
- }
- *Sound = "PoisonDamageSound"
- {
- *DisplayName = "Poison Damage"
- }
- *Sound = "PoisonRecoverSound"
- {
- *DisplayName = "Poison Recover"
- }
- *Sound = "PoisonDeathSound"
- {
- *DisplayName = "Poison Death"
- }
- *Sound = "JumpBootsSound"
- {
- *DisplayName = "Super Jump"
- }
- *Sound = "EnterRageSound"
- {
- *DisplayName = "Enter Rage"
- }
- *Sound = "RageLoopSound"
- {
- *DisplayName = "Rage Loop"
- }
- *Sound = "RageEndSound"
- {
- *DisplayName = "Rage End"
- }
- *Sound = "SpeedOnSound"
- {
- *DisplayName = "Speed On"
- }
- *Sound = "SpeedOffSound"
- {
- *DisplayName = "Speed Off"
- }
- }
- }
- }
- ;------------------------------------------------------------------------------
- ; Compy Player
- ;------------------------------------------------------------------------------
-
- *OBJECT = "CompyPlayer"
- {
- *Name = "CompyPlayer"
- *INHERITS = "DMPlayer"
- *TYPE = "OBJECT"
- *UseInActorEd = "True"
- *AIMODES =
- {
- "Idle",
- "Run",
- "Walk",
- "Jump",
- "MoveForward"
- "MoveBackward",
- "StrafeLeft",
- "StrafeRight",
- "MoveLeft",
- "MoveRight",
- "TurnLeft",
- "TurnRight",
- "BackWalk",
- "BackRun",
- "Damaged",
- "Attack",
- "LoopAttack",
- "Fall",
- "CrouchIdle",
- "CrouchForward",
- "CrouchBackward",
- "CrouchLeft",
- "CrouchRight",
- "CrouchTurnRight",
- "CrouchTurnLeft",
- "Respawn",
- "LeftDamage",
- "ClimbIdle",
- "ClimbUp",
- "ClimbDown",
- "ClimbLeft",
- "ClimbRight",
- "EndClimb",
- "AttackForward",
- "AttackBackward",
- "AttackIdle",
- "AttackStrafeLeft",
- "AttackStrafeRight",
- "AttackJump",
- "CrouchAttackLeft",
- "CrouchAttackRight",
- "CrouchAttackForward",
- "CrouchAttackBackward",
- "CrouchAttackIdle",
- "SnipeAttack",
- "SwimForward",
- "SwimBackward",
- "SwimUp",
- "SwimDown",
- "SwimLeft",
- "SwimRight",
- "SwimBurst",
- "WaterSurfaceIdle",
- "UnderwaterIdle",
- "SwimTurnLeft",
- "SwimTurnRight",
- "LeapToShore",
- "SwimAttack",
- "DiveIntoWater",
- "UsingGuidedDevice",
- "OneHandIdle",
- "OneHandMoveForward",
- "OneHandMoveBackward",
- "OneHandStrafeLeft",
- "OneHandStrafeRight",
- "OneHandTurnLeft",
- "OneHandTurnRight",
- "OneHandAttackIdle",
- "OneHandAttackForward",
- "OneHandAttackBackward",
- "OneHandAttackStrafeLeft",
- "OneHandAttackStrafeRight",
- "OneHandAttackJump",
- "OneHandAttackSnipe",
- "OneHandCrouchAttackStrafeLeft",
- "OneHandCrouchAttackStrafeRight",
- "OneHandCrouchAttackForward",
- "OneHandCrouchAttackBackward",
- "OneHandCrouchAttackIdle"
- }
- *Variables =
- {
- *Sound = "CallOutSound"
- {
- *Displayname = "Call Out Sound"
- }
- }
- }
-
- ;------------------------------------------------------------------------------
- ; Dead Player
- ;------------------------------------------------------------------------------
-
- *OBJECT = "DeadPlayer"
- {
- *Name = "DeadPlayer"
- *TYPE = "OBJECT"
- *INHERITS = "Actor"
- *UseInActorEd = "True"
- *AIMODES =
- {
- "Die",
- "Decompose",
- "PoisonDeath",
- "FallingDeath",
- "ExplodingDeath",
- "DrowningDeath",
- "BurningDeath",
- "FallingDeath",
- "RunningDeath",
- "MeleeDeath",
- "SwarmBoreDeath",
- "SwarmBoreFinish",
- "ImplodingDeath"
- }
- *Variables =
- {
- *Group = "BodyParts"
- {
- *BOOL = "CanDismember"
- {
- *Usage = "Protected"
- *VALUE = "True"
- *DISPLAYNAME = "Can Dismember"
- }
- *String = "BodyPartPrefix"
- {
- *Usage = "Protected"
- *DisplayName = "Prefix"
- *Value = ""
- }
- }
- }
- }
-
- ;------------------------------------------------------------------------------
- ; A Spawn-point
- ;------------------------------------------------------------------------------
-
- *OBJECT = "SpawnPoint"
- {
- *Name = "SpawnPoint"
- *TYPE = "OBJECT"
- *UseInActorEd = "True"
-
- *Variables =
- {
- *Group = "Team"
- {
- *Comment = "This is a preliminary list of available teams -> available teams are TBD"
- *Combo = "TEAMNAME" ; MAX 255 chars
- {
- *DisplayName = "Team"
- *Value = 0
- *ComboList =
- {
- "Fire",
- "Stone"
- }
- }
- }
- *BitField = "ModeFlags"
- {
- *DisplayName = "ExcludeModes"
- *Value = 0
- *BitList =
- {
- "Predator", ; 1
- "Flight", ; 1 << 1
- "Deathmatch", ; 1 << 2
- "DinoRider", ; 1 << 3
- "MixedRiding", ; 1 << 4
- "TRex", ; 1 << 5
- "DinoCatcher", ; 1 << 6
- "CTF", ; 1 << 7
- "OneFlagCTF", ; 1 << 8
- "LastManStanding", ; 1 << 9
- "Coop", ; 1 << 10
- "BagTag", ; 1 << 11
- "Assault", ; 1 << 12
- "HumansVsDinos" ; 1 << 13
- }
- *Comment = "SpawnPoint will be available in all game modes except those specified here"
- }
- }
- }
-
- ;------------------------------------------------------------------------------
- ; FlagSpawnPoint
- ;------------------------------------------------------------------------------
-
- *OBJECT = "FlagSpawnPoint"
- {
- *Comment = "A place where a flag should be spawned. Not much different than SpawnPoint 'cept for the name"
- *Name = "FlagSpawnPoint"
- *INHERITS = "SpawnPoint"
- *Type = "OBJECT"
- *UseInActorEd = "True"
-
- }
-
- ;------------------------------------------------------------------------------
- ; SingleFlagSpawnPoint
- ;------------------------------------------------------------------------------
-
- *OBJECT = "SingleFlagSpawnPoint"
- {
- *Comment = "A place where the a flag will be placed for 1 flag CTF"
- *Name = "SingleFlagSpawnPoint"
- *INHERITS = "SpawnPoint"
- *Type = "OBJECT"
- *UseInActorEd = "True"
- }
-
-
- ;------------------------------------------------------------------------------
- ; AssaultObjective
- ;------------------------------------------------------------------------------
-
- *OBJECT = "AssaultObjective"
- {
- *Comment = "An Objective that needs to be secured by the offensive team in the Assault game mode"
- *Name = "AssaultObjective"
- *Type = "OBJECT"
- *UseInActorEd = "True"
- *Variables =
- {
- *String = "Identifier"
- {
- *DisplayName = "Identifier"
- *Value = ""
- *Comment = "This should be an identifier that distinguishes this objective from any others in this level"
- }
- *String = "Description"
- {
- *DisplayName = "Description"
- *Value = ""
- *Comment = "A Description of this objective. This is text that will be displayed in the game when description of the objective is requested"
- }
- }
- }
- ;------------------------------------------------------------------------------
- ; BagActor
- ;------------------------------------------------------------------------------
-
- *Object = "BagActor"
- {
- *Comment = "An actor carried by the player who is "it" in BagTag mode
- *Name = "BagActor"
- *Type = "Object"
- *Inherits = "Actor"
- *UseInActorEd = "True"
- *AIMODES =
- {
- Idle1,
- Idle2,
- }
- *VARIABLES =
- {
- *Sound = "PickupSound"
- {
- *DisplayName = "Pickup Sound"
- *Comment = "Sound to player when picked up"
- *Usage = "Protected"
- }
- *Sound = "DroppedSound"
- {
- *DisplayName = "Dropped Sound"
- *Comment = "Sound to player when bag is dropped"
- *Usage = "Protected"
- }
- *Sound = "RespawnSound"
- {
- *DisplayName = "Respawn Sound"
- *Comment = "Sound to player when bag returned to its original position"
- *Usage = "Protected"
- }
-
- }
- }
- ;------------------------------------------------------------------------------
- ; MPPickup
- ;------------------------------------------------------------------------------
- *Object = "MPPickup"
- {
- *Comment = "Pickup Object for multiplayer"
- *Name = "MPPickup"
- *type = "Object"
- *UseInActorEd = "True"
- *Variables =
- {
- *FilePick = "PreferredPickup1"
- {
- *DisplayName = "PreferredPickup1"
- *Value = ""
- *Directory = "$/Data/Actors/Pickups"
- *Extension = "atr"
- }
- *FilePick = "PreferredPickup2"
- {
- *DisplayName = "PreferredPickup2"
- *Value = ""
- *Directory = "$/Data/Actors/Pickups"
- *Extension = "atr"
- }
- *FilePick = "PreferredPickup3"
- {
- *DisplayName = "PreferredPickup3"
- *Value = ""
- *Directory = "$/Data/Actors/Pickups"
- *Extension = "atr"
- }
- *FilePick = "PreferredPickup4"
- {
- *DisplayName = "PreferredPickup4"
- *Value = ""
- *Directory = "$/Data/Actors/Pickups"
- *Extension = "atr"
- }
- *FilePick = "PreferredPickup5"
- {
- *DisplayName = "PreferredPickup5"
- *Value = ""
- *Directory = "$/Data/Actors/Pickups"
- *Extension = "atr"
- }
- *Bool = "Random"
- {
- *DisplayName = "Random?"
- *Value = false
- *Comment = "Random?"
- }
- *BitField = "ModeFlags"
- {
- *DisplayName = "ExcludeModes"
- *Value = 0
- *BitList =
- {
- "Predator", ; 1
- "Flight", ; 1 << 1
- "Deathmatch", ; 1 << 2
- "DinoRider", ; 1 << 3
- "MixedRiding", ; 1 << 4
- "TRex", ; 1 << 5
- "DinoCatcher", ; 1 << 6
- "CTF", ; 1 << 7
- "OneFlagCTF", ; 1 << 8
- "LastManStanding", ; 1 << 9
- "Coop", ; 1 << 10
- "BagTag", ; 1 << 11
- "Assault", ; 1 << 12
- "HumansVsDinos" ; 1 << 13
- }
- *Comment = "Pickup will be available in all game modes except those specified here"
- }
- *Float = "RespawnTime"
- {
- *DisplayName = "Respawn Time"
- *Value = 30.0
- *Comment = "The time that elapses between the time a pickup is picked up and the the"
- *Comment = "time it should respawn. A value of 0.0 means it the pickup should never"
- *Comment = "respawn. Default is 30.0 seconds"
- }
- }
- *AIModes
- {
- "Idle",
- "Respawn"
- }
- }
- ;------------------------------------------------------------------------------
- ; Temporary GameMode Specifier
- ;------------------------------------------------------------------------------
-
- *OBJECT = "GameModeInfo"
- {
- *Name = "GameModeInfo"
- *Type = "OBJECT"
- *UseInActorEd = "True"
- }
-
- ;------------------------------------------------------------------------------
- ; EndGameCameraFocusMarker
- ;------------------------------------------------------------------------------
-
- *Object = "EndGameCameraFocusMarker"
- {
- *Name = "EndGameCameraFocusMarker"
- *Type = "OBJECT"
- *Inherits = "Actor"
- *UseInActorEd = "True"
- }
- ;------------------------------------------------------------------------------
- ; Empathy Chest Plate Blast
- ;------------------------------------------------------------------------------
-
- *OBJECT = "EmpathyBlast"
- {
- *NAME = "EmpathyBlast"
- *INHERITS = "Actor"
- *TYPE = "OBJECT"
- *UseInActorEd = "True"
- *Variables =
- {
- *Float = "Speed"
- {
- *DisplayName = "Speed"
- *Value = 30.0
- *Comment = "The speed at which the blast moves"
- }
- }
- }
-
- ;------------------------------------------------------------------------------
- ; Generator
- ;------------------------------------------------------------------------------
- *OBJECT = "GeneratorObject"
- {
- *NAME = "GeneratorObject"
- *INHERITS = "DeviceAIObject"
- *TYPE = "OBJECT"
- *UseInActorEd = "True"
-
- *AIMODES =
- {
- Idle,
- Inactive,
- Generate,
- }
-
- *VARIABLES =
- {
- *Group = "Actor 1"
- {
- *FilePick = "Actor0"
- {
- *DisplayName = "Spawned Actor"
- *Value = ""
- *Directory = "$/Data/Actors/"
- *Extension = "atr"
- }
- *FilePick = "Actor0PS2"
- {
- *DisplayName = "Spawned Actor PS2"
- *Value = ""
- *Directory = "$/Data/Actors/"
- *Extension = "atr"
- }
-
- *Int = "ActorChance0"
- {
- *DisplayName = "Actor Chance"
- *Value = 0
- *Min = 0
- *Max = 100
- *Comment = "The chance this type will be spawned."
- }
- *Int = "ActorQuantity0"
- {
- *DisplayName = "Actor Quantity"
- *Value = -1
- *Min = -1
- *Max = 100
- *Comment = "The Maximum number of actors spawned."
- }
- *String = "ActorName0"
- {
- *DisplayName = "Name"
- *Value = ""
- *Comment = "In-game, this is the name that will be associated with this actor."
- }
- }
- *Group = "Actor 2"
- {
- *FilePick = "Actor1"
- {
- *DisplayName = "Spawned Actor"
- *Value = ""
- *Directory = "$/Data/Actors/"
- *Extension = "atr"
- }
- *FilePick = "Actor1PS2"
- {
- *DisplayName = "Spawned Actor PS2"
- *Value = ""
- *Directory = "$/Data/Actors/"
- *Extension = "atr"
- }
- *Int = "ActorChance1"
- {
- *DisplayName = "Actor Chance"
- *Value = 0
- *Min = 0
- *Max = 100
- *Comment = "The chance this type will be spawned."
- }
- *Int = "ActorQuantity1"
- {
- *DisplayName = "Actor Quantity"
- *Value = -1
- *Min = -1
- *Max = 100
- *Comment = "The Maximum number of actors spawned."
- }
- *String = "ActorName1"
- {
- *DisplayName = "Name"
- *Value = ""
- *Comment = "In-game, this is the name that will be associated with this actor."
- }
- }
- *Group = "Actor 3"
- {
- *FilePick = "Actor2"
- {
- *DisplayName = "Spawned Actor"
- *Value = ""
- *Directory = "$/Data/Actors/"
- *Extension = "atr"
- }
- *FilePick = "Actor2PS2"
- {
- *DisplayName = "Spawned Actor PS2"
- *Value = ""
- *Directory = "$/Data/Actors/"
- *Extension = "atr"
- }
-
- *Int = "ActorChance2"
- {
- *DisplayName = "Actor Chance"
- *Value = 0
- *Min = 0
- *Max = 100
- *Comment = "The chance this type will be spawned."
- }
- *Int = "ActorQuantity2"
- {
- *DisplayName = "Actor Quantity"
- *Value = -1
- *Min = -1
- *Max = 100
- *Comment = "The Maximum number of actors spawned."
- }
- *String = "ActorName2"
- {
- *DisplayName = "Name"
- *Value = ""
- *Comment = "In-game, this is the name that will be associated with this actor."
- }
- }
- *Group = "Actor 4"
- {
- *FilePick = "Actor3"
- {
- *DisplayName = "Spawned Actor"
- *Value = ""
- *Directory = "$/Data/Actors/"
- *Extension = "atr"
- }
- *FilePick = "Actor3PS2"
- {
- *DisplayName = "Spawned Actor PS2"
- *Value = ""
- *Directory = "$/Data/Actors/"
- *Extension = "atr"
- }
-
- *Int = "ActorChance3"
- {
- *DisplayName = "Actor Chance"
- *Value = 0
- *Min = 0
- *Max = 100
- *Comment = "The chance this type will be spawned."
- }
- *Int = "ActorQuantity3"
- {
- *DisplayName = "Actor Quantity"
- *Value = -1
- *Min = -1
- *Max = 100
- *Comment = "The Maximum number of actors spawned."
- }
- *String = "ActorName3"
- {
- *DisplayName = "Name"
- *Value = ""
- *Comment = "In-game, this is the name that will be associated with this actor."
- }
- }
- *Group = "Actor 5"
- {
- *FilePick = "Actor4"
- {
- *DisplayName = "Spawned Actor"
- *Value = ""
- *Directory = "$/Data/Actors/"
- *Extension = "atr"
- }
- *FilePick = "Actor4PS2"
- {
- *DisplayName = "Spawned Actor PS2"
- *Value = ""
- *Directory = "$/Data/Actors/"
- *Extension = "atr"
- }
- *Int = "ActorChance4"
- {
- *DisplayName = "Actor Chance"
- *Value = 0
- *Min = 0
- *Max = 100
- *Comment = "The chance this type will be spawned."
- }
- *Int = "ActorQuantity4"
- {
- *DisplayName = "Actor Quantity"
- *Value = -1
- *Min = -1
- *Max = 100
- *Comment = "The Maximum number of actors spawned."
- }
- *String = "ActorName4"
- {
- *DisplayName = "Name"
- *Value = ""
- *Comment = "In-game, this is the name that will be associated with this actor."
- }
- }
- *Bool = "Sequential"
- {
- *DisplayName = "Sequential"
- *Value = 0
- *Comment = "Spawn Actors in order (True/False)"
- }
- *Float = "SpawnInterval"
- {
- *VALUE = 10
- *MIN = 0
- *MAX = 999
- *DISPLAYNAME = "Spawn Interval"
- *Comment = "The time in seconds between spawns."
- }
- *Float = "SpawnIntervalPS2"
- {
- *VALUE = 10
- *MIN = 0
- *MAX = 999
- *DISPLAYNAME = "Spawn Interval PS2"
- *Comment = "The time in seconds between spawns."
- }
-
- *Float = "WaitInterval"
- {
- *VALUE = 0
- *MIN = 0
- *MAX = 999
- *DISPLAYNAME = "Wait Interval"
- *Comment = "The time in seconds to the first spawn after activating."
- }
- *Int = "TotalSpawns"
- {
- *DisplayName = "Total Spawns"
- *Value = -1
- *Min = -1
- *Max = 1000
- *Comment = "The total number of spawns allowed for this generator."
- *Comment = "\nUse -1 for an infinite amount."
- }
- *Int = "TotalSpawnsPS2"
- {
- *DisplayName = "Total Spawns PS2"
- *Value = -1
- *Min = -1
- *Max = 1000
- *Comment = "The total number of spawns allowed for this generator."
- *Comment = "\nUse -1 for an infinite amount."
- }
- *Int = "ActiveSpawns"
- {
- *DisplayName = "Active Spawns"
- *Value = -1
- *Min = -1
- *Max = 1000
- *Comment = "The total number of generated spawns allowed out at one time."
- *Comment = "\nUse -1 for an infinite amount."
- }
- *Int = "ActiveSpawnsPS2"
- {
- *DisplayName = "Active Spawns PS2"
- *Value = -1
- *Min = -1
- *Max = 1000
- *Comment = "The total number of generated spawns allowed out at one time."
- *Comment = "\nUse -1 for an infinite amount."
- }
- *Bool = "FollowsPath"
- {
- *DisplayName = "Follows Path"
- *Value = 0
- *Comment = "True: The Generator follows an assigned path."
- *Comment = "False: The Generator ignores assigned paths."
- }
-
- *Bool = "SpawnsFollowsPath"
- {
- *DisplayName = "Spawns Follow Path"
- *Value = 0
- *Comment = "True: The spawned actors are assigned path."
- *Comment = "False: The spawned actors are not given path."
- }
- *Bool = "SetReg"
- {
- *DisplayName = "Set Regions in Spawns"
- *Value = 0
- *Comment = "Spawns get regions settings turned on (True/False)"
- }
- *Int = "WaveNumber"
- {
- *DisplayName = "Wave Number"
- *Value = 1
- *Min = 1
- *Max = 10
- *Comment = "The wave of attack that this generator will generate enemies for."
- *Comment = "[Note: Only used in multiplayer DinoHunt mode]"
- }
- *Group = "Offset"
- {
- *Comment = "The relative offset (in world coordinates) where the new actor should start."
- *Float = "OffsetX"
- {
- *DisplayName = "X"
- *Value = 0.0
- }
- *Float = "OffsetY"
- {
- *DisplayName = "Y"
- *Value = 0.0
- }
- *Float = "OffsetZ"
- {
- *DisplayName = "Z"
- *Value = 0.0
- }
- }
- }
- }
- ;------------------------------------------------------------------------------
- ; MPGeneratorObject - same as above, with a couple changes
- ;------------------------------------------------------------------------------
-
- *OBJECT = "MPGeneratorObject"
- {
- *NAME = "MPGeneratorObject"
- *INHERITS = "GeneratorObject"
- *TYPE = "OBJECT"
- *UseInActorEd = "True"
- *AIMODES =
- {
- Idle,
- Inactive,
- Generate,
- }
- }
-
-
-
- ;------------------------------------------------------------------------------
- ; Turret
- ;------------------------------------------------------------------------------
- *OBJECT = "TurretObject"
- {
- *NAME = "TurretObject"
- *INHERITS = "DeviceAIObject"
- *TYPE = "OBJECT"
- *UseInActorEd = "True"
-
- *AIMODES =
- {
- Idle,
- Inactive,
- Fire,
- Reload,
- }
-
- *VARIABLES =
- {
- *BOOL = "TIgMX"
- {
- *VALUE = "False"
- *DISPLAYNAME = "Ignore MaxXRotation"
- *Comment = "TRUE = Turret will have no X rotation boundaries."
- *Comment = "FALSE = Turret will stay within MaxXRotation."
- }
-
- *BOOL = "TIgMY"
- {
- *VALUE = "False"
- *DISPLAYNAME = "Ignore MaxYRotation"
- *Comment = "TRUE = Turret will have no Y rotation boundaries."
- *Comment = "FALSE = Turret will stay within MaxYRotation."
- }
-
- *Float = "MaxXRotation"
- {
- *DisplayName = "Max X Rotation"
- *Value = 15.0
- *Min = 0.0
- *Max = 90.0
- *Comment = "The max up and down rotation."
- }
-
- *Float = "MaxYRotation"
- {
- *DisplayName = "Max Y Rotation"
- *Value = 45.0
- *Min = 0.0
- *Max = 180.0
- *Comment = "The max left and right rotation."
- }
-
- *Float = "XRotationSpeed"
- {
- *DisplayName = "X Rotation Speed"
- *Value = 60.0
- *Min = 0.0
- *Max = 1000.0
- *Comment = "The up and down rotation speed in degrees per second."
- }
-
- *Float = "YRotationSpeed"
- {
- *DisplayName = "Y Rotation Speed"
- *Value = 60.0
- *Min = 0.0
- *Max = 1000.0
- *Comment = "The left and right rotation speed in degrees per second."
- }
-
- *Int = "XRotationBone"
- {
- *DisplayName = "X Rotation Bone ID"
- *Value = 0
- *Min = 0
- *Comment = "The ID of the bone to use for X up and down rotation."
- *Comment = "Bone IDs are listed under Skeleton in the ActorEditor."
- *Usage = "Protected"
- }
-
- *Int = "YRotationBone"
- {
- *DisplayName = "Y Rotation Bone ID"
- *Value = 0
- *Min = 0
- *Comment = "The ID of the bone to use for Y left and right rotation."
- *Comment = "Bone IDs are listed under Skeleton in the ActorEditor."
- *Usage = "Protected"
- }
-
- *Combo = "PlayerMode"
- {
- *DisplayName = "Player Mode"
- *Value = 0
- *ComboList = ;
- {
- "Static" ,
- "Moveable"
- }
- *Comment = "The type of link:"
- *Comment = ""
- *Comment = "Static - Player doesnt move"
- *Comment = ""
- *Comment = "Moveable - Player moves with turret"
- }
-
-
- *Combo = "TurretType"
- {
- *DisplayName = "Turret Type"
- *Value = 0
- *ComboList =
- {
- "Auto" ,
- "Ally" ,
- "Enemy"
- }
- *Comment = ""
- *Comment = "Auto - Will start firing when an enemy is detected."
- *Comment = ""
- *Comment = "Ally - No AI. Can be used by player."
- *Comment = ""
- *Comment = "Enemy - Shoots at given targets."
- }
-
- *Group = "Auto Turret Info"
- {
- *Float = "AutoTurretRadius"
- {
- *VALUE = 5
- *MIN = 0
- *DISPLAYNAME = "Radius"
- *DISPLAYASDISC = "255,0,0"
- *Comment = "The Detection Radius for the turret."
- *Comment = "This sets how close you can get to the turret before it opens fire."
- }
-
- *Comment = "These variables will only affect Auto Turrets."
- }
-
- *Group = "Enemy Turret Info"
- {
- *Combo = "EnemyTurretType"
- {
- *DisplayName = "Type"
- *Value = 0
- *ComboList =
- {
- "Full Auto" ,
- "At Nodes"
- }
- *Comment = ""
- *Comment = "Full Auto - Will fire as fast as reload rate will allow."
- *Comment = ""
- *Comment = "At Nodes - Will fire when target is at a path node."
- }
-
- *Comment = "These variables will only affect Enemy Turrets."
- }
-
-
- *Group = "Auto/Enemy Turret info"
- {
- ; *Float = "FAng"
- ; {
- ; *VALUE = 45.0f
- ; *MIN = 0
- ; *DISPLAYNAME = "Target Angle"
- ; *Comment = "The angle, in degrees, the turret has to be facing from the target before"
- ; *Comment = "it will start to fire and track it's target."
- ; }
- *Float = "SFre"
- {
- *VALUE = 1.0f
- *MIN = 0
- *DISPLAYNAME = "Shoot frequency"
- *Comment = "How often the turret will shoot."
- *Comment = "i.e 1.0 = As soon as it can."
- *Comment = " 0.5 = Sometimes."
- *Comment = " 0.0 = Never."
- }
- *Float = "TErr"
- {
- *VALUE = 0.5f
- *MIN = 0
- *DISPLAYNAME = "Targeting error (meters)"
- *Comment = "How much error will be randomly added to each shot."
- *Comment = "i.e 5.0 = It will shoot upto 5 meters wide."
- *Comment = " 0.0 = Shoot on target."
- }
-
-
- }
-
- }
- }
-
- // =============================================
- // used as a dummy actor that follows a path
- // as an aiming point for a turret
- // =============================================
- *OBJECT = "TurretTargetObject"
- {
- *NAME = "TurretTargetObject"
- *TYPE = "OBJECT"
- *INHERITS = "Object"
- *UseInActorEd = "True"
- }
-
-
- ;------------------------------------------------------------------------------
- ; AnimalAI
- ;------------------------------------------------------------------------------
- *OBJECT = "AnimalAI"
- {
- *NAME = "AnimalAI"
- *TYPE = "OBJECT"
- *INHERITS = "EnemyAIObject"
- *UseInActorEd = "True"
-
- *AIMODES =
- {
- Idle,
- AlertIdle,
- Walk,
- AlertWalk,
- RotateLeft,
- RotateRight,
- AlertRotateLeft,
- AlertRotateRight,
- Run,
- RunningDeath,
- ExplosionDeath,
- AlertRun,
- Jump,
- Climb,
- HangClimb,
- Eat,
- Stunned,
- Talk,
- Damaged,
- Death,
- FireRun,
- FireDeath,
- Attack,
- SecondAttack,
- ThirdAttack,
- FourthAttack,
- FifthAttack,
- UnderwaterIdle,
- UnderwaterSwim,
- WatersurfaceIdle,
- WatersurfaceSwim,
- SwimmingAttack,
- Special1,
- Special2,
- Special3,
- Special4
-
- }
-
-
- }
-
- ;------------------------------------------------------------------------------
- ; GroupAnimalAI
- ;------------------------------------------------------------------------------
- *OBJECT = "GroupAnimalAI"
- {
- *NAME = "GroupAnimalAI"
- *TYPE = "OBJECT"
- *INHERITS = "AnimalAI"
- *UseInActorEd = "True"
-
- *AIMODES =
- {
- Idle,
- AlertIdle,
- Walk,
- AlertWalk,
- RotateLeft,
- RotateRight,
- AlertRotateLeft,
- AlertRotateRight,
- Run,
- RunningDeath,
- ExplosionDeath,
- AlertRun,
- Jump,
- Climb,
- HangClimb,
- Eat,
- Damaged,
- Death,
- FireRun,
- FireDeath,
- CallOut,
- Attack,
- SecondAttack,
- ThirdAttack,
- FourthAttack,
- FifthAttack,
- Stunned,
- UnderwaterIdle,
- UnderwaterSwim,
- WatersurfaceIdle,
- WatersurfaceSwim,
- Special1,
- Special2,
- Special3,
- Special4
-
- }
-
- *VARIABLES =
- {
- *String = "GAGroupName"
- {
- *DisplayName = "GroupName"
- *Value = ""
- *Comment = "The name of the group this AI belongs to"
- }
-
- *INT = "GAMinNumbers"
- {
- *VALUE = 1
- *MIN = 0
- *DISPLAYNAME = "Min Numbers"
- *Comment = "The min number of group members needed to attack a target"
- }
-
- *BOOL = "GAGroupAttack"
- {
- *VALUE = "False"
- *DISPLAYNAME = "Only attack when group attacked?"
- }
- }
-
- }
-
-
- ;------------------------------------------------------------------------------
- ; IndigenousAI
- ;------------------------------------------------------------------------------
- *OBJECT = "IndigenousAI"
- {
- *NAME = "IndigenousAI"
- *TYPE = "OBJECT"
- *INHERITS = "AnimalAI"
- *UseInActorEd = "True"
-
- *AIMODES =
- {
- Idle,
- AlertIdle,
- Walk,
- AlertWalk,
- RotateLeft,
- RotateRight,
- AlertRotateLeft,
- AlertRotateRight,
- Run,
- RunningDeath,
- ExplosionDeath,
- AlertRun,
- Jump,
- Climb,
- HangClimb,
- Eat,
- Damaged,
- Death,
- FireRun,
- FireDeath,
- Attack,
- UnderwaterIdle,
- UnderwaterSwim,
- WatersurfaceIdle,
- WatersurfaceSwim,
- Special1,
- Special2,
- Special3,
- Special4
-
- }
-
- }
-
- ;------------------------------------------------------------------------------
- ; AquaticAI
- ;------------------------------------------------------------------------------
- *OBJECT = "AquaticAI"
- {
- *NAME = "AquaticAI"
- *TYPE = "OBJECT"
- *INHERITS = "AnimalAI"
- *UseInActorEd = "True"
-
- *AIMODES =
- {
- Idle,
- AlertIdle,
- Damaged,
- Death,
- Attack,
- Eat,
- UnderwaterIdle,
- UnderwaterSwim,
- WatersurfaceIdle,
- WatersurfaceSwim
- }
- }
-
- ;------------------------------------------------------------------------------
- ; AquaticIndigenousAI
- ;------------------------------------------------------------------------------
- *OBJECT = "AquaticIndigenousAI"
- {
- *NAME = "AquaticIndigenousAI"
- *TYPE = "OBJECT"
- *INHERITS = "AquaticAI"
- *UseInActorEd = "True"
-
- *AIMODES =
- {
- Idle,
- AlertIdle,
- Damaged,
- Death,
- Eat,
- Attack,
- UnderwaterIdle,
- UnderwaterSwim,
- WatersurfaceIdle,
- WatersurfaceSwim
- }
- }
-
- ;------------------------------------------------------------------------------
- ; Steracosaur
- ;------------------------------------------------------------------------------
- *OBJECT = "Steracosaur"
- {
- *NAME = "Steracosaur"
- *TYPE = "OBJECT"
- *INHERITS = "EnemyAIObject"
- *UseInActorEd = "True"
-
- *AIMODES =
- {
- Idle,
- AlertIdle,
- Walk,
- AlertWalk,
- RotateLeft,
- RotateRight,
- AlertRotateLeft,
- AlertRotateRight,
- Run,
- RunningDeath,
- ExplosionDeath,
- AlertRun,
- Jump,
- Climb,
- HangClimb,
- Eat,
- Damaged,
- Death,
- FireRun,
- FireDeath,
- Attack,
- UnderwaterIdle,
- UnderwaterSwim,
- WatersurfaceIdle,
- WatersurfaceSwim,
- StunFallDown,
- StunGetUp,
- Backup
- }
-
- }
-
- ;------------------------------------------------------------------------------
- ; T-Rex
- ;------------------------------------------------------------------------------
- *OBJECT = "TRexAI"
- {
- *NAME = "TRexAI"
- *TYPE = "OBJECT"
- *INHERITS = "EnemyAIObject"
- *UseInActorEd = "True"
-
- *AIMODES =
- {
- Idle,
- AlertIdle,
- CrouchIdle,
- ProneIdle,
- RotateLeft,
- RotateRight,
- AlertRotateLeft,
- AlertRotateRight,
- StandingSleep,
- Walk,
- AlertWalk,
- CrouchWalk,
- ProneCrawl,
- Run,
- AlertRun,
- FireRun,
- FireStarter,
- FireDeath,
- Fall,
- ExaggeratedFall,
- FallDeath,
- Jump,
- Climb,
- ClimbEnd,
- HangClimb,
- Damaged,
- Death,
- PoisonDamage,
- PoisonDeath,
- ExplosionDeath,
- ExplosionDamage,
- GravityHeld,
- Attack,
- SecondAttack,
- ThirdAttack,
- FourthAttack,
- FifthAttack,
- CrouchAttack,
- ProneAttack,
- UnderwaterIdle,
- UnderwaterSwim,
- WatersurfaceIdle,
- WatersurfaceSwim,
- SwimmingAttack,
- SquatIdle,
- Taunt,
- Talk,
- Frustrated,
- Stunned
- }
-
- }
-
-
- ;------------------------------------------------------------------------------
- ; PlesiosaurAI
- ;------------------------------------------------------------------------------
- *OBJECT = "PlesiosaurAI"
- {
- *NAME = "PlesiosaurAI"
- *TYPE = "OBJECT"
- *INHERITS = "DeviceAIObject"
- *UseInActorEd = "True"
-
- *AIMODES =
- {
- AttackLeft,
- AttackRight,
- AttackSweepLeft,
- AttackSweepRight,
-
- LookAboveWater,
-
- SwimAbove,
- SwimUnder,
- DiveSwim,
- FastSwimAttack,
-
- SwimTurnLeftSlight,
- SwimTurnLeftMedium,
- SwimTurnLeftExtreme,
- SwimTurnRightSlight,
- SwimTurnRightMedium,
- SwimTurnRightExtreme,
-
- Flinch,
-
- EndSeqBurstUp,
- EndSeqIdle,
- EndSeqAttackCenter,
- EndSeqAttackCenterLeft,
- EndSeqAttackLeft,
- EndSeqAttackCenterRight,
- EndSeqAttackRight,
- EndSeqHurt,
-
- Die
- }
-
- *VARIABLES =
- {
- *BOOL = "ShowZones"
- {
- *VALUE = "False"
- *DISPLAYNAME = "Show attack zones?"
- *Comment = "TRUE = Zones will be displayed."
- *Comment = "FALSE = You get nothing."
- }
-
-
- *BOOL = "LastStage"
- {
- *VALUE = "False"
- *DISPLAYNAME = "Last stage?"
- *Comment = "TRUE = Plesiosaur will stay still and fight."
- *Comment = "FALSE = Plesiosaur will swim around looking for a target."
- }
-
- *FLOAT = "SUWD"
- {
- *VALUE = 8.0
- *DISPLAYNAME = "Swim under water depth"
- *Comment = "In meters."
- }
-
- *FLOAT = "SUWDDS"
- {
- *VALUE = 5.0
- *DISPLAYNAME = "Swim under water dive speed"
- *Comment = "How fast the plesiosaur will diver under."
- }
-
- *FLOAT = "SUWMDT"
- {
- *VALUE = 5.0
- *DISPLAYNAME = "Minimum time between dive under water"
- *Comment = "In seconds."
- }
-
- *FLOAT = "SUWC"
- {
- *VALUE = 0.25
- *DISPLAYNAME = "Chance of swimming under water"
- *Comment = "0 = none."
- *Comment = "1 = Lots."
- }
-
- *FLOAT = "SAWMDT"
- {
- *VALUE = 5.0
- *DISPLAYNAME = "Minimum time between rise to surface (if under)"
- *Comment = "In seconds."
- }
-
- *FLOAT = "SAWC"
- {
- *VALUE = 0.50
- *DISPLAYNAME = "Chance of swimming above water (if under)"
- *Comment = "0 = none."
- *Comment = "1 = Lots."
- }
-
- *FLOAT = "FIDMT"
- {
- *VALUE = 10.0
- *DISPLAYNAME = "Minimum time between fidgets"
- *Comment = "In seconds."
- }
-
- *FLOAT = "FIDC"
- {
- *VALUE = 0.10
- *DISPLAYNAME = "Chance of a fidget"
- *Comment = "0 = none."
- *Comment = "1 = Lots."
- }
-
- *FLOAT = "SAWSS"
- {
- *VALUE = 3.0
- *DISPLAYNAME = "Swim above water surface speed"
- *Comment = "This value is added to the spline path value."
- }
-
- *FLOAT = "AHRR"
- {
- *VALUE = 10.0
- *DISPLAYNAME = "Head damage radius"
- *Comment = "This is the area that will inflict damage onto the target."
- *Comment = "This is area is positioned at the mouth of the plesiousaur."
- }
-
- *FLOAT = "AHRD"
- {
- *VALUE = 25.0
- *DISPLAYNAME = "Head radius damage"
- *Comment = "This is the amount of damage the target receives if the target is within the radius."
- }
-
- *FLOAT = "FZR"
- {
- *VALUE = 3.75
- *DISPLAYNAME = "Foward zone radius"
- *Comment = "In meters."
- }
-
- *FLOAT = "LZR"
- {
- *VALUE = 2.0
- *DISPLAYNAME = "Left zone radius"
- *Comment = "In meters."
- }
-
- *FLOAT = "RZR"
- {
- *VALUE = 2.0
- *DISPLAYNAME = "Right zone radius"
- *Comment = "In meters."
- }
-
- *FLOAT = "SLZ"
- {
- *VALUE = 3.0
- *DISPLAYNAME = "Sweep left zone radius"
- *Comment = "In meters."
- }
-
- *FLOAT = "SRZ"
- {
- *VALUE = 3.0
- *DISPLAYNAME = "Sweep right zone radius"
- *Comment = "In meters."
- }
-
- *FLOAT = "ESZR"
- {
- *VALUE = 20.0
- *DISPLAYNAME = "End sequence zone radius"
- *Comment = "In meters."
- }
- }
-
- }
-
-
- ;------------------------------------------------------------------------------
- ; MountAI
- ;------------------------------------------------------------------------------
- *OBJECT = "MountAI"
- {
- *NAME = "MountAI"
- *TYPE = "OBJECT"
- *INHERITS = "EnemyAIObject"
- *UseInActorEd = "True"
-
- *AIMODES =
- {
- Idle,
- AlertIdle,
- Walk,
- AlertWalk,
- RotateLeft,
- RotateRight,
- AlertRotateLeft,
- AlertRotateRight,
- Run,
- AlertRun,
- Jump,
- Climb,
- Eat,
- Damaged,
- Death,
- FireRun,
- FireDeath,
- Attack,
- UnderwaterIdle,
- UnderwaterSwim,
- WatersurfaceIdle,
- WatersurfaceSwim,
- Special1,
- Special2,
- Special3,
- Special4
-
- }
-
- *VARIABLES =
- {
- *FilePick = "RiderName"
- {
- *DISPLAYNAME = "Rider"
- *Value = ""
- *Directory = "$\Data\Actors"
- *Extension = "atr"
- }
-
- *String = "RiderPoint"
- {
- *DisplayName = "Rider HotPoint"
- *Value = ""
- *Comment = "The hotpoint to attach the rider to"
- }
- }
- }
-
- ;------------------------------------------------------------------------------
- ; SwayingTreeAI
- ;------------------------------------------------------------------------------
- *OBJECT = "SwayingTreeAI"
- {
- *NAME = "SwayingTreeAI"
- *TYPE = "OBJECT"
- *INHERITS = "DeviceAIObject"
- *UseInActorEd = "True"
-
- *AIMODES =
- {
- Setup ,
- Swaying ,
- StartToFall ,
- Falling ,
- Bounce ,
- StartToShake ,
- BushShake ,
- Dead
- }
-
- *Combo = "STType"
- {
- *DisplayName = "Tree Type"
- *Value = 0
- *ComboList =
- {
- "Swaying Tree",
- "Bush"
- }
- }
-
- *FLOAT = "STSpd"
- {
- *MIN = 0.0
- *MAX = 10.0
- *VALUE = 1.0
- *DISPLAYNAME = "Swaying speed"
- *Comment = "0 = stopped, 10 = fast"
- }
-
- *FLOAT = "STAmn"
- {
- *MIN = 0.0
- *MAX = 1.0
- *VALUE = 0.05
- *DISPLAYNAME = "Amount of sway"
- *Comment = "0 = none, 1 = lots"
- }
-
- *FLOAT = "STChs"
- {
- *MIN = 0.0
- *MAX = 1.0
- *VALUE = 0.05
- *DISPLAYNAME = "Sway chaos"
- *Comment = "If all trees have 0 sway chaos they will"
- *Comment = "all sway together. If there is chaos it will"
- *Comment = "cause them to sway more differently to each other."
- }
-
- *BOOL = "STFall"
- {
- *VALUE = "True"
- *DISPLAYNAME = "Fall at 0 health?"
- *Comment = "TRUE = Tree will fall down when it's health reaches 0."
- *Comment = "FALSE = No fall."
- }
-
-
- *FLOAT = "STFSpd"
- {
- *MIN = 0.0
- *MAX = 1.0
- *VALUE = 0.025
- *DISPLAYNAME = "Tree fall speed"
- *Comment = "How fast a tree falls when it's dying."
- *Comment = " 0 = stopped, 1 = fall fast."
- }
-
-
- *BOOL = "STClsn"
- {
- *VALUE = "False"
- *DISPLAYNAME = "Keep collision after fall?"
- *Comment = "TRUE = Actor will retain collision even after it has fallen."
- *Comment = "FALSE = Actor will have no collision once it has hit the floor."
- }
-
-
- *FLOAT = "STFRSpd"
- {
- *MIN = 0.0
- *MAX = 1.0
- *VALUE = 0.07f
- *DISPLAYNAME = "Tree fall rotate speed"
- *Comment = "How fast a tree rotates when it falls."
- *Comment = " 0 = none, 1 = fast."
- }
-
-
- *FLOAT = "STFBnc"
- {
- *MIN = 0.0
- *MAX = 1.0
- *VALUE = 0.25
- *DISPLAYNAME = "Tree fall bounce"
- *Comment = "How much bounce a falling tree has."
- *Comment = "0 = none, 1 = really really bouncy."
- }
-
- *FLOAT = "STSAmn"
- {
- *MIN = 0.0
- *MAX = 1.0
- *VALUE = 0.25
- *DISPLAYNAME = "Shake Amount"
- *Comment = "Amount of this bush will shake."
- *Comment = "0 = none, 1 = insane."
- }
-
- *FLOAT = "STSCnt"
- {
- *MIN = 1.0
- *VALUE = 2.0
- *DISPLAYNAME = "Shake count"
- *Comment = "How many times the bush will shake."
- *Comment = "1 = once, 666 = Six hundred and sixty six times."
- }
-
-
- *FLOAT = "STSSpd"
- {
- *MIN = 0.1
- *MAX = 10.0
- *VALUE = 1.5
- *DISPLAYNAME = "Shake Speed"
- *Comment = "How fast this bush will shake."
- *Comment = "0.1 = slow, 10 = v.fast."
- }
-
- *FLOAT = "STSpdR"
- {
- *MIN = 0.0
- *MAX = 1.0
- *VALUE = 0.8
- *DISPLAYNAME = "Less player speed"
- *Comment = "How much a players speed will be reduced by"
- *Comment = "if it tries to pass through this bush."
- *Comment = "1.0 = none, 0.01 = a lot."
- }
-
- *FLOAT = "STDFan"
- {
- *MIN = 0
- *MAX = 359
- *VALUE = 0
- *DISPLAYNAME = "Default Fall Angle"
- *Comment = "If the tree/bush gets damaged from no indirectly, it was fall at this angle."
- *Comment = "0-359 degrees."
- }
-
- *BOOL = "STADef"
- {
- *VALUE = "False"
- *DISPLAYNAME = "Always use default fall angle."
- *Comment = "True = This actor will always fall at the 'Default fall angle' regardless of how the actor was hit."
- *Comment = "False= The actor will fall at the angle of impact, unless hit by a damage event."
- }
-
- *FLOAT = "STFRad"
- {
- *MIN = 0
- *VALUE = 0.0f
- *DISPLAYNAME = "Fall trigger radius"
- *Comment = " 0 = Not used."
- *Comment = ">0 = Actor will fall if the player gets within this radius of the actor."
- }
-
- }
-
- ;------------------------------------------------------------------------------
- ; Stack manager
- ;------------------------------------------------------------------------------
- *OBJECT = "StackManager"
- {
- *NAME = "StackManager"
- *TYPE = "OBJECT"
- *INHERITS = "DeviceAIObject"
- *UseInActorEd = "True"
-
- *AIMODES =
- {
- Setup ,
- Idle ,
- Break
- }
-
- *FLOAT = "Imppwr"
- {
- *MIN = 0.0f
- *VALUE = 8.0f
- *DISPLAYNAME = "Impact power"
- *Comment = "Power of the impact into stacked objects."
- *Comment = "i.e."
- *Comment = "1.0f stacked objects just fall."
- *Comment = "10.0f stacked objects explode."
- }
-
- *BOOL = "UDmass"
- {
- *VALUE = "True"
- *DISPLAYNAME = "Use default mass?"
- *Comment = "Force each stacked actor to have the default mass."
- }
-
-
- *FLOAT = "DMass"
- {
- *MIN = 0.0f
- *VALUE = 30.0f
- *DISPLAYNAME = "Default mass"
- *Comment = "Default mass value."
- }
-
- *BOOL = "UCog"
- {
- *VALUE = "False"
- *DISPLAYNAME = "Use 'Cog' rotate?"
- *Comment = "True = Rocks will rotate like cogs."
- *Comment = "False = Rocks will rotate in the direction they travel."
- }
-
- *FLOAT = "MDmg"
- {
- *MIN = 0.0f
- *VALUE = 50.0f
- *DISPLAYNAME = "Actor Damage "
- *Comment = "This is the amount of damage the stacked actor will cause when it hits something."
- }
-
- *FLOAT = "MRss"
- {
- *MIN = 0.0f
- *VALUE = 0.5f
- *DISPLAYNAME = "Rotate speed scale "
- *Comment = "A scaler to on the rotational speed of the stackable actors."
- *Comment = "e.g."
- *Comment = " 0.1 = stackable actors will rotate slowly"
- *Comment = " 2.0 = stackable actors will fast"
- }
-
- *FLOAT = "TDam"
- {
- *VALUE = 1.0f
- *DISPLAYNAME = "Health"
- *Comment = "When health is 0 stack will fall."
- }
-
-
- }
-
-
- ;------------------------------------------------------------------------------
- ; Stackable Object
- ;------------------------------------------------------------------------------
- *OBJECT = "Stackable"
- {
- *NAME = "Stackable"
- *TYPE = "OBJECT"
- *INHERITS = "DeviceAIObject"
- *UseInActorEd = "True"
-
- *AIMODES =
- {
- Setup ,
- Idle ,
- Falling
- }
-
-
- }
-
-
- ;------------------------------------------------------------------------------
- ; RidingRaptorAI
- ;------------------------------------------------------------------------------
- *OBJECT = "RidingRaptorAI"
- {
- *NAME = "RidingRaptorAI"
- *TYPE = "OBJECT"
- *INHERITS = "TurokAIObject"
- *UseInActorEd = "True"
-
- *AIModes =
- {
- RaptorRideIdle,
- RaptorRideIdleNoControl,
- RaptorRideRun,
- RaptorRideJump,
- RaptorRideFall,
- RaptorRideTurnLeft,
- RaptorRideTurnRight,
- RaptorRideTurnLeftRun,
- RaptorRideTurnRightRun,
- RaptorRideBiteAttack,
- }
- }
-
-
-
-
- ;------------------------------------------------------------------------------
- ; HumanAI
- ;------------------------------------------------------------------------------
- *OBJECT = "HumanAI"
- {
- *NAME = "HumanAI"
- *TYPE = "OBJECT"
- *INHERITS = "EnemyAIObject"
- *UseInActorEd = "True"
-
- *BOOL = "CallsOut"
- {
- *VALUE = "False"
- *DISPLAYNAME = "Calls Out?"
- *Comment = "Calls out when detects target?"
- }
-
- *BOOL = "CanBeGravityHeld"
- {
- *Usage = "Protected"
- *VALUE = "True"
- *DISPLAYNAME = "Can Be Gravity Held?"
- }
-
- *int = "HeadFlinchBone"
- {
- *Usage = "Protected"
- *VALUE = -1
- *DISPLAYNAME = "HeadFlinchBone"
- }
-
- *int = "TorsoFlinchBone"
- {
- *Usage = "Protected"
- *VALUE = -1
- *DISPLAYNAME = "TorsoFlinchBone"
- }
-
- *Group = "Assault"
- {
- *FLOAT = "FollowDist"
- {
- *VALUE = 6
- *DISPLAYNAME = "Follow Distance"
- }
-
- *FLOAT = "MinAssaultDist"
- {
- *VALUE = 6
- *DISPLAYNAME = "Min Assault Distance"
- }
-
- *FLOAT = "MaxAssaultDist"
- {
- *VALUE = 20
- *DISPLAYNAME = "Max Assault Distance"
- }
-
- *BOOL = "AssaultFront"
- {
- *VALUE = "True"
- *DISPLAYNAME = "Stay in Front?"
- }
- }
-
- *Group = "Evasion"
- {
- *Combo = "EvadeAcquire"
- {
- *DisplayName = "New Target"
- *Value = 0
- *ComboList =
- {
- "NEVER",
- "SELDOM",
- "FREQUENTLY",
- "ALWAYS"
- }
- *Comment = "Frequency of evasion when a new target is aquired"
- }
-
- *Combo = "EvadeDamage"
- {
- *DisplayName = "Damage"
- *Value = 0
- *ComboList =
- {
- "NEVER",
- "SELDOM",
- "FREQUENTLY",
- "ALWAYS"
- }
- *Comment = "Frequency of evasion when damage is taken"
- }
-
- *Combo = "EvadeAttack"
- {
- *DisplayName = "Attack"
- *Value = 0
- *ComboList =
- {
- "NEVER",
- "SELDOM",
- "FREQUENTLY",
- "ALWAYS"
- }
- *Comment = "Frequency of evasion when attacking"
- }
-
- *BOOL = "CHEvade"
- {
- *VALUE = "false"
- *DISPLAYNAME = "Can Hop Evade"
- }
-
- *BOOL = "CREvade"
- {
- *VALUE = "false"
- *DISPLAYNAME = "Can Roll Evade"
- }
-
- *BOOL = "CanTeleport"
- {
- *VALUE = "False"
- *DISPLAYNAME = "Can teleport?"
- }
- }
-
-
- *BOOL = "SwitchCollision"
- {
- *Usage = "Protected"
- *VALUE = "False"
- *DISPLAYNAME = "Switch Collision"
- *Comment = "Switch between standing and crouching collision"
- }
-
- *Group = "BodyParts"
- {
- *BOOL = "CanDismember"
- {
- *Usage = "Protected"
- *VALUE = "True"
- *DISPLAYNAME = "Can Dismember"
- }
-
- *String = "BodyPartPrefix"
- {
- *Usage = "Protected"
- *DisplayName = "Prefix"
- *Value = ""
- }
- }
-
- *AIMODES =
- {
- Idle,
- AlertIdle,
- CrouchIdle,
- ProneIdle,
- RotateLeft,
- RotateRight,
- AlertRotateLeft,
- AlertRotateRight,
- StandingSleep,
- Walk,
- AlertWalk,
- CrouchWalk,
- ProneCrawl,
- Run,
- AlertRun,
- FireRun,
- FireStarter,
- FireDeath,
- Fall,
- ExaggeratedFall,
- DeadFallFaceUp,
- DeadFallFaceDown,
- FallDeath,
- Jump,
- Climb,
- ClimbEnd,
- HangClimb,
- ClimbDeathStart,
- Damaged,
- Death,
- PoisonDamage,
- PoisonDeath,
- RunningDeath,
- ProneDeath,
- CrouchDeath,
- SquatDeath,
- SurrenderStandDeath,
- SurrenderKneelDeath,
- FallForwardDeath,
- HeadShotDeath,
- LeftArmDeath,
- RightArmDeath,
- LeftLegDeath,
- RightLegDeath,
- ExplosionDeath,
- ExploForeDeath,
- ExploBackDeath,
- ExplosionDamage,
- ExploForeDamage,
- ExploBackDamage,
- ImplodeDeath,
- GravityHeld,
- GravityFlinch,
- CornerCover,
- PopoutLeft,
- PopoutRight,
- BackPedal,
- StrafeLeft,
- StrafeRight,
- BackPedalDeath,
- Attack,
- SecondAttack,
- ThirdAttack,
- FourthAttack,
- FifthAttack,
- CrouchAttack,
- ProneAttack,
- UnderwaterIdle,
- UnderwaterSwim,
- WatersurfaceIdle,
- WatersurfaceSwim,
- SwimmingAttack,
- SquatIdle,
- CoverSquat,
- SquatPopup,
- SquatPopupIdle,
- SquatPopupShoot,
- SquatPopoutLeft,
- SquatPopLeftIdle,
- SquatPopLeftShoot,
- SquatReturnLeft,
- SquatPopoutRight,
- SquatPopRightIdle,
- SquatPopRightShoot,
- SquatReturnRight,
- CallOut,
- UsePullDown1,
- UsePullDown2,
- UsePush1,
- UsePush2,
- SurrenderKneel,
- SurrenderStand,
- SurrenderRun,
- SurrenderRotate,
- InjuredStand,
- InjuredWalk,
- InjuredRun,
- InjuredRotate,
- MountedIdle,
- EvadeHopLeft,
- EvadeHopRight,
- EvadeDiveLeft,
- EvadeDiveRight,
- EvadeProneLeft,
- EvadeProneRight,
- CrushedDeath,
- SwarmBoreDeath,
- SwarmBoreFinish,
- StealthDeath,
- Taunt,
- Talk,
- TeleportOut,
- TeleportIn,
- Special1,
- Special2,
- Special3,
- Special4,
- Knockback,
- Knockfore,
- Knockhit,
- Electrocution,
- Cower
- }
- }
-
- ;------------------------------------------------------------------------------
- ; RiderAI
- ;------------------------------------------------------------------------------
- *OBJECT = "RiderAI"
- {
- *NAME = "RiderAI"
- *TYPE = "OBJECT"
- *INHERITS = "HumanAI"
- *UseInActorEd = "True"
-
- *AIMODES =
- {
- MountedIdle,
- RiderSetup,
- RiderIdle,
- RiderFlyUp,
- RiderFlyUpMed,
- RiderFlyUpFull,
- RiderFlyDown,
- RiderFlyDownMed,
- RiderFlyDownFull,
- RiderFlyLeft,
- RiderFlyRight,
- RiderEdgeLeft,
- RiderEdgeRight,
- RiderCollision
- }
- }
-
-
-
- ;------------------------------------------------------------------------------
- ; FlyingEnemyAI on a spline path
- ;------------------------------------------------------------------------------
- *OBJECT = "FlyingEnemyAI"
- {
- *NAME = "FlyingEnemyAI"
- *TYPE = "OBJECT"
- *INHERITS = "EnemyAIObject"
- *UseInActorEd = "True"
-
-
- ;-----------------------------------
- ; Variables
- ;-----------------------------------
- *Variables =
- {
- *Bool = "NLP"
- {
- *DisplayName = "Never leave path?"
- *Value = "True"
- *Comment = "TRUE = This actor will always stay on it's path."
- *Comment = "FALSE = This actor will come off it's path when it sees you."
- }
-
- *Float = "TARGERR"
- {
- *DisplayName = "Targetting Error (meters)"
- *Value = 1.0
- *Min = 0.0
- *Max = 99.0
- *Comment = "Potential error added to all sides of the target."
- }
-
- *Float = "SHOOTFR"
- {
- *DisplayName = "Shooting Frequency"
- *Value = 0.05
- *Min = 0.0
- *Max = 1.0
- *Comment = "How often I shoot a target in range."
- *Comment = "0 = never, 1 = always."
- }
-
- *INT = "TARGAN"
- {
- *DisplayName = "Target Angle"
- *Value = 45
- *Min = 1
- *Max = 90
- *Comment = "This is the my view cone."
- }
-
- *Float = "TAUPDT"
- {
- *DisplayName = "Target update time (Secs)"
- *Value = 3.0
- *Min = 0.0
- *Comment = "How often shall I change my target position?"
- *Comment = "0 = always try and find best position"
- *Comment = "2 = look for the best position every 2 seconds."
- }
-
- *Bool = "OPSD"
- {
- *DisplayName = "Use target's speed?"
- *Value = "True"
- *Comment = "TRUE = This enemy will match it's targets speed."
- *Comment = "FALSE = This enemy will use it's own speed."
- }
-
-
- *Float = "EXSPD"
- {
- *DisplayName = "Catchup speed"
- *Value = 20.0
- *Min = 0.0
- *Comment = "How much faster then the player can I get?"
- *Comment = "This is how much extra speed this actor will go to catch up"
- *Comment = "with and/or get in front of the target."
- }
-
- *Float = "OFFX"
- {
- *DisplayName = "X Offset (meters)"
- *Value = 20.0
- *Min = 0.0
- *Comment = "This value will determine how I can position myself to the right/left"
- *Comment = "of the target. This value is used as a range, ie, -X to X"
- }
-
- *Float = "OFFY"
- {
- *DisplayName = "Y Offset (meters)"
- *Value = 20.0
- *Min = 0.0
- *Comment = "This value will determine how I can position myself to the above/below"
- *Comment = "of the target. This value is used as a range, ie, -Y to Y"
- }
-
- *Float = "OFFZMin"
- {
- *DisplayName = "Min Z Offset (meters)"
- *Value = 20.0
- *Min = -999.0
- *Comment = "This value will determine how I can position myself to the infornt/behind"
- *Comment = "of the target. This value is used as a range, ie, -Z to Z"
- }
-
- *Float = "OFFZMax"
- {
- *DisplayName = "Max Z Offset (meters)"
- *Value = 100.0
- *Min = -999.0
- *Comment = "This value will determine how I can position myself to the infornt/behind"
- *Comment = "of the target. This value is used as a range, ie, -Z to Z"
- }
-
- *Float = "OFFUPT"
- {
- *DisplayName = "Offset update time (Secs)"
- *Value = 8.0
- *Min = 0.0
- *Comment = "How often will I change my offset around the player?"
- *Comment = "This will dictate when this actor will try and place itself"
- *Comment = "with and/or get in front of the target."
- }
-
- *Float = "VBSpd"
- {
- *DisplayName = "Velocity blend speed"
- *Value = 1.0
- *Min = 0.0
- *Comment = "The is how blending between changing directions."
- *Comment = "0.1 = slow very laggy."
- *Comment = "1.0 = normal."
- *Comment = "2.0 = faster."
- }
-
- }
-
-
- *AIMODES =
- {
- FlyUp ,
- FlyUpMed ,
- FlyUpFull ,
- FlyDown ,
- FlyDownMed ,
- FlyDownFull ,
- FlyLeft ,
- FlyRight ,
- Collsion ,
- Dead ,
- DeadGib ,
- FreeFlight ,
- SplineFlight
- }
-
-
- }
-
-
- ;------------------------------------------------------------------------------
- ; Door
- ;------------------------------------------------------------------------------
- *OBJECT = "Door"
- {
- *NAME = "Door"
- *INHERITS = "Actor"
- *TYPE = "OBJECT"
- *UseInActorEd = "True"
-
-
-
- *VARIABLES =
- {
- *Combo = "DoorStatus"
- {
- *DisplayName = "Door Status"
- *Value = 0
- *ComboList =
- {
- "Open" ,
- "Closed"
- }
- *Comment = "Open - door starts out being open"
- *Comment = "Closed - door starts out being closed"
- }
-
- *Combo = "LockedStatus"
- {
- *DisplayName = "Locked Status"
- *Value = 0
- *ComboList =
- {
- "Unlocked" ,
- "Locked"
- }
- *Comment = "Unlocked - The door starts out being unlocked."
- *Comment = "Locked - The door starts out being locked."
- }
- }
-
-
- *AIMODES =
- {
- Open,
- Close
- }
-
- }
- ;------------------------------------------------------------------------------
- ; Hinged Door
- ;------------------------------------------------------------------------------
- ;*OBJECT = "HingedDoorObject"
- ;{
- ; *NAME = "HingedDoorObject"
- ; *INHERITS = "DoorObject"
- ; *TYPE = "OBJECT"
- ; *UseInActorEd = "True"
- ;
- ; *AIMODES =
- ; {
- ; OpenRight,
- ; OpenLeft,
- ; Close
- ; }
- ;}
-
-
- ;------------------------------------------------------------------------------
- ; AIMarker
- ;------------------------------------------------------------------------------
- *OBJECT = "AIMarker"
- {
- *NAME = "AIMarker"
- *INHERITS = "DeviceAIObject"
- *TYPE = "OBJECT"
- *UseInActorEd = "True"
-
- *VARIABLES =
- {
- *Combo = "MARKER_TYPE"
- {
- *DisplayName = "Marker Type"
- *Value = 0
- *Usage = "Protected"
- *ComboList =
- {
- "Retreat" ,
- "Cower" ,
- "Goto" ,
- "Front" ,
- "Allied" ,
- "Enemy" ,
- "Cover"
- }
- }
-
- *Group = "Cover"
- {
- *Combo = "COVER_TYPE"
- {
- *DisplayName = "Cover Type"
- *Value = 0
- *ComboList = { "Stepout" , "Circle" }
- }
-
- *Combo = "STEPOUT_DIR"
- {
- *DisplayName = "Stepout Direction"
- *Value = 0
- *ComboList = { "Left" , "Right", "Both", "Up" }
- }
-
- *FLOAT = "COVER_RADIUS"
- {
- *VALUE = 4
- *MIN = 0
- *DISPLAYNAME = "Cover Radius"
- }
-
- *FLOAT = "COVER_MINRANGE"
- {
- *VALUE = 8.0
- *MIN = 0.0
- *DISPLAYNAME = "Cover Min Range"
- }
-
- *FLOAT = "COVER_MAXRANGE"
- {
- *VALUE = 9999.0
- *MIN = 0.0
- *DISPLAYNAME = "Cover Max Range"
- }
-
- }
-
- }
-
- *Protected = "TurokAIType"
- *Protected = "Collision"
- *Protected = "Physics"
-
- }
-
- ;------------------------------------------------------------------------------
- ; AITarget
- ;------------------------------------------------------------------------------
- *OBJECT = "AITarget"
- {
- *NAME = "AITarget"
- *INHERITS = "TurokAIObject"
- *TYPE = "OBJECT"
- *UseInActorEd = "True"
- }
-
- ;------------------------------------------------------------------------------
- ; FlyingIndigenousAI
- ;------------------------------------------------------------------------------
- *OBJECT = "FlyingIndigenousAI"
- {
- *NAME = "FlyingIndigenousAI"
- *TYPE = "OBJECT"
- *INHERITS = "IndigenousAI"
- *UseInActorEd = "True"
-
- *AIMODES =
- {
- Idle,
- Flap,
- Glide,
- TakeOff,
- Hover,
- Death
- }
-
- *FilePick = "AlternateType"
- {
- *Usage = "Protected"
- *DisplayName = "Alternate Type"
- *Value = ""
- *Directory = "$/Data/Actors/"
- *Extension = "atr"
- }
-
- *Combo = "BirdForm"
- {
- *Usage = "Protected"
- *DisplayName = "Form"
- *Value = 0
- *ComboList =
- {
- "Ground" ,
- "Flying"
- }
- }
-
- *Float = "FlightSpeed"
- {
- *DisplayName = "Flight Speed"
- *Value = 6.5
- *Min = 0.0
- }
-
- *Combo = "FlyingHover"
- {
- *DisplayName = "Hover"
- *Value = 0
- *ComboList =
- {
- "Never" ,
- "Briefly" ,
- "Long"
- }
- }
-
- *Combo = "FlyingPerturb"
- {
- *DisplayName = "Perturb"
- *Value = 0
- *ComboList =
- {
- "None" ,
- "Little" ,
- "Some" ,
- "Lots"
- }
- }
-
- *Combo = "FlapBehavior"
- {
- *DisplayName = "Flap"
- *Value = 2
- *ComboList =
- {
- "Never" ,
- "Always" ,
- "Climbing" ,
- "Periodically"
- }
- }
-
- }
-
-
- ;------------------------------------------------------------------------------
- ; AlarmBox
- ;------------------------------------------------------------------------------
- *OBJECT = "AlarmBox"
- {
- *NAME = "AlarmBox"
- *INHERITS = "DeviceAIObject"
- *TYPE = "OBJECT"
- *UseInActorEd = "True"
-
- *AIMODES =
- {
- Idle,
- Inactive,
- }
-
- *VARIABLES =
- {
- *Bool = "UseRegion"
- {
- *DisplayName = "Use Region"
- *Value = 0
- *Comment = "Affects AI's within the region the alarm is located"
- *Comment = "If TRUE, it overrides Alarm Radius"
- }
-
- *Float = "AlarmRadius"
- {
- *VALUE = 0
- *MIN = 0
- *DISPLAYNAME = "Alarm Radius"
- *Comment = "The distance away the alarm effects AIs"
- }
-
- *Float = "AlarmTime"
- {
- *VALUE = 20
- *MIN = 0
- *DISPLAYNAME = "Alarm Time"
- *Comment = "The time period the alarm stays on"
- }
-
-
- *Group = "Alert"
- {
- *Bool = "AlertAIs"
- {
- *DisplayName = "Alert AI's"
- *VALUE = "True"
- *Comment = "True if tripping of alarm alerts all other AI's within range"
- }
-
- *String = "AlertState"
- {
- *DisplayName = "State"
- *Value = ""
- *Comment = "The new state for the AI when alerted."
- *Comment = "If nothing is specified, then the state will be auto assigned."
- }
- }
-
- *Group = "Stand Down"
- {
- *Bool = "StandDownAIs"
- {
- *DisplayName = "Stand Down AI's"
- *VALUE = "False"
- *Comment = "True if inactivation of alarm lowers alert all other AI's within range"
- }
-
- *String = "StandDownState"
- {
- *DisplayName = "State"
- *Value = ""
- *Comment = "The new state for the AI when standind down."
- *Comment = "If nothing is specified, then the state will be auto assigned."
- }
- }
- }
-
- }
-
-
- ;------------------------------------------------------------------------------
- ; Enemy Weapon
- ;------------------------------------------------------------------------------
- *OBJECT = "EnemyWeapon"
- {
- *NAME = "EnemyWeapon"
- *INHERITS = "Actor"
- *TYPE = "OBJECT"
- *UseInActorEd = "True"
-
- *AIMODES =
- {
- Idle,
- }
-
- *VARIABLES =
- {
- *FilePick = "ewPartName"
- {
- *DisplayName = "Projectile Particle"
- *Value = ""
- *Directory = "$\Data\Particle\"
- *Extension = "par"
- *Extension = "eff"
- }
-
- *FilePick = "ewAltPartName"
- {
- *DisplayName = "Alt Projectile Particle"
- *Value = ""
- *Directory = "$\Data\Particle\"
- *Extension = "par"
- *Extension = "eff"
- }
-
- *Int = "ewAltChance"
- {
- *VALUE = 0
- *MIN = 0
- *MAX = 10
- *DISPLAYNAME = "Alt Particle Chance"
- *Comment = "The chance in ten that it will use the alt particle"
- }
-
- *FilePick = "ewFlashName"
- {
- *DisplayName = "Flash Particle"
- *Value = ""
- *Directory = "$\Data\Particle\"
- *Extension = "par"
- *Extension = "eff"
- }
-
- *Int = "ewFlashChance"
- {
- *VALUE = 0
- *MIN = 0
- *MAX = 10
- *DISPLAYNAME = "Flash Chance"
- *Comment = "The chance in ten that it will use a muzzle flash"
- }
-
- *Sound = "PrimarySound"
- {
- *DisplayName = "Primary Sound"
- }
-
- *Float = "ewReloadTime"
- {
- *VALUE = 1.5
- *MIN = 0
- *DISPLAYNAME = "Reload Time"
- *Comment = "The time to reload"
- }
-
- *Int = "ewMinFires"
- {
- *VALUE = 1
- *MIN = 1
- *DISPLAYNAME = "Min Fire Times"
- *Comment = "The minimum number of times to fire"
- }
-
- *Int = "ewMaxFires"
- {
- *VALUE = 1
- *MIN = 1
- *DISPLAYNAME = "Max Fire Times"
- *Comment = "The maximum number of times to fire"
- }
-
- *FilePick = "ewSecPartName"
- {
- *DisplayName = "Sec Proj Particle"
- *Value = ""
- *Directory = "$\Data\Particle\"
- *Extension = "par"
- *Extension = "eff"
- }
-
- *FilePick = "ewSecFlashName"
- {
- *DisplayName = "Sec Flash Particle"
- *Value = ""
- *Directory = "$\Data\Particle\"
- *Extension = "par"
- *Extension = "eff"
- }
-
- *Sound = "SecondarySound"
- {
- *DisplayName = "Secondary Sound"
- }
-
- *Float = "ewSecReloadTime"
- {
- *VALUE = 1.5
- *MIN = 0
- *DISPLAYNAME = "Sec Reload Time"
- *Comment = "The time to reload"
- }
-
- *Int = "ewSecMinFires"
- {
- *VALUE = 1
- *MIN = 1
- *DISPLAYNAME = "Sec Min Fire Times"
- *Comment = "The minimum number of times to fire"
- }
-
- *Int = "ewSecMaxFires"
- {
- *VALUE = 1
- *MIN = 1
- *DISPLAYNAME = "Sec Max Fire Times"
- *Comment = "The maximum number of times to fire"
- }
-
- *Sound = "DropSound"
- {
- *DisplayName = "Drop Sound"
- }
-
- *Bool = "ewModVel"
- {
- *DisplayName = "Modify Velocity"
- *Value = "False"
- *Comment = "If True, particle velocity is modified (for thrown objects)"
- }
-
- *Float = "ewThrowDist"
- {
- *VALUE = 40
- *MIN = 0
- *DISPLAYNAME = "Throw Distance"
- *Comment = "The distance particle travels at normal velocity"
- }
-
-
- *Bool = "ewHoldDown"
- {
- *DisplayName = "Hold Down"
- *Value = "False"
- *Comment = "If True, hold down trigger"
- }
-
- }
- }
-
- ;------------------------------------------------------------------------------
- ; Enemy Accessory
- ;------------------------------------------------------------------------------
- *OBJECT = "EnemyAccessory"
- {
- *NAME = "EnemyAccessory"
- *INHERITS = "Actor"
- *TYPE = "OBJECT"
- *UseInActorEd = "True"
-
- *AIMODES =
- {
- Idle,
- }
-
- *Variables =
- {
- *Bool = "eaDHead"
- {
- *DisplayName = "Drop On Headshot"
- *Value = "False"
- *Comment = "If True, this is dropped on a headshot"
- }
-
- *Sound = "DropSound"
- {
- *DisplayName = "Drop Sound"
- }
-
- }
-
- }
-
- ;------------------------------------------------------------------------------
- ; Cinema Camera attractor
- ;------------------------------------------------------------------------------
-
- *Object = "CinemaCameraAttractor"
- {
- *Name = "CinemaCameraAttractor"
- *Type = "Object"
- *UseInActorEd = "True"
-
- ;-----------------------------------
- ; Inheritance
- ;-----------------------------------
- *Inherits = "SharedCausesForAllActors"
- *Inherits = "SharedEventsForAllActors"
-
- ;-----------------------------------
- ; Variables
- ;-----------------------------------
- *Variables =
- {
- *Combo = "AffectsTarget"
- {
- *DisplayName = "Affects camera"
- *Value = 0
- *ComboList =
- {
- "Position" ,
- "Target"
- }
- *Comment = "If set to Position, this influencer will control where the"
- *Comment = "camera is placed. If set to Target, it will control where the"
- *Comment = "camera looks."
-
- *Comment = "Position: this causes the influencer to move the camera itself to a certain position."
- *Comment = ""
- *Comment = "Target: this influencer will affect the point at which the camera is looking."
- *Comment = ""
- *Comment = "It will still try to place the camera so that both the player and the target"
- *Comment = "position are kept in view, but the position that it generates for the camera"
- *Comment = "can be overridden."
- }
- *Float = "MaxStrength"
- {
- *DisplayName = "Max. strength"
- *Value = 1
- *Min = 0
- *Max = 1
- *Comment = "Determines how much 'pull' this influencer will exert on the"
- *Comment = "camera. If set to 0.5, the influencer will pull the camera"
- *Comment = "to a point halfway between the player and itself."
- }
- *Float = "PlayerCameraHorzOffset"
- {
- *DisplayName = "Horizontal offset"
- *Value = 5
- *Min = -1000
- *Max = 1000
- *Comment = "This is only used if this influencer affects the camera target."
- *Comment = "The influencer will calculate a position for the camera that is"
- *Comment = "this far away from the player and opposite the player from the"
- *Comment = "camera target at all times. Note that this camera position is"
- *Comment = "overridden by any other active influencers that affect the camera"
- *Comment = "position."
- }
- *Float = "PlayerCameraVertOffset"
- {
- *DisplayName = "Vertical offset"
- *Value = 5
- *Min = -1000
- *Max = 1000
- *Comment = "This is only used if this influencer affects the camera target."
- *Comment = "The influencer will calculate a position for the camera that is"
- *Comment = "this far above the player at all times. Note that this camera"
- *Comment = "position is overridden by any other active influencers that"
- *Comment = "affect the camera position."
- }
- *Bool = "PreventUserCameraControl"
- {
- *DisplayName = "Prevent user camera control"
- *Value = "True"
- *Comment = "If True, player is prevented from manually moving the camera"
- *Comment = "while this influencer is active. If false, player can take"
- *Comment = "control of the camera away from this influencer, which is then"
- *Comment = "inactive until the player reactivates it via the turn-on link."
- }
- *Float = "TimeToReachMaxStrength"
- {
- *DisplayName = "Fade in time"
- *Value = 2.0
- *Min = 0
- *Max = 1000
- *Comment = "Amount of time (in seconds) which it takes for this influencer"
- *Comment = "to reach full strength."
- }
- *Float = "TimeToTurnOff"
- {
- *DisplayName = "Fade out time"
- *Value = 2.0
- *Min = 0
- *Max = 1000
- *Comment = "Amount of time (in seconds) which it takes for this influencer"
- *Comment = "to go from full strength to zero strength when turned off."
- }
- }
-
- ;-----------------------------------
- ; Causes
- ;-----------------------------------
-
- ;-----------------------------------
- ; Events
- ;-----------------------------------
- }
-
-
- ;------------------------------------------------------------------------------
- ; Enemy Accessory
- ;------------------------------------------------------------------------------
- *OBJECT = "DMBot"
- {
- *Name = "DMBot"
- *INHERITS = "DMPlayer"
- *TYPE = "OBJECT"
- *UseInActorEd = "True"
- *AIMODES =
- {
- "Idle",
- "Run",
- "Walk",
- "Jump",
- "MoveForward"
- "MoveBackward",
- "StrafeLeft",
- "StrafeRight",
- "MoveLeft",
- "MoveRight",
- "TurnLeft",
- "TurnRight",
- "BackWalk",
- "BackRun",
- "Damaged",
- "Attack",
- "LoopAttack",
- "Fall",
- "CrouchIdle",
- "CrouchForward",
- "CrouchBackward",
- "CrouchLeft",
- "CrouchRight",
- "CrouchTurnRight",
- "CrouchTurnLeft",
- "Respawn",
- "LeftDamage",
- "ClimbIdle",
- "ClimbUp",
- "ClimbDown",
- "ClimbLeft",
- "ClimbRight",
- "AttackForward",
- "AttackBackward",
- "AttackIdle",
- "AttackStrafeLeft",
- "AttackStrafeRight",
- "AttackJump",
- "CrouchAttackLeft",
- "CrouchAttackRight",
- "CrouchAttackForward",
- "CrouchAttackBackward",
- "CrouchAttackIdle",
- "SnipeAttack",
- "SwimForward",
- "SwimBackward",
- "SwimUp",
- "SwimDown",
- "SwimLeft",
- "SwimRight",
- "SwimBurst",
- "WaterSurfaceIdle",
- "UnderwaterIdle",
- "SwimTurnLeft",
- "SwimTurnRight",
- "LeapToShore",
- "SwimAttack"
- }
- *Variables =
- {
- *Group = "Weapon Selection"
- {
- *Combo = "PreferredWeapon00"
- {
- *DisplayName = "Preferred Weapon 1"
- *Value = 12
- *ComboList =
- {
- ; this list must be kept synchronized with WeaponInfo.h!
- "War Club",
- "Bow",
- "TekBow",
- "Grenade",
- "Pistol",
- "Shotgun",
- "Machine Gun",
- "Launcher",
- "Tek Weapon",
- "Flame Thrower",
- "Guided Device",
- "Gravity Disrupter",
- "Dark Matter Cube",
- "Crossbow"
- }
- *Usage = "Public"
- *Comment = "The Bot's #1 favorite weapon"
- }
- *Combo = "PreferredWeapon01"
- {
- *DisplayName = "Preferred Weapon 2"
- *Value = 11
- *ComboList =
- {
- ; this list must be kept synchronized with WeaponInfo.h!
- "War Club",
- "Bow",
- "TekBow",
- "Grenade",
- "Pistol",
- "Shotgun",
- "Machine Gun",
- "Launcher",
- "Tek Weapon",
- "Flame Thrower",
- "Guided Device",
- "Gravity Disrupter",
- "Dark Matter Cube",
- "Crossbow"
- }
- *Usage = "Public"
- *Comment = "The Bot's #2 favorite weapon"
- }
- *Combo = "PreferredWeapon02"
- {
- *DisplayName = "Preferred Weapon 3"
- *Value = 10
- *ComboList =
- {
- ; this list must be kept synchronized with WeaponInfo.h!
- "War Club",
- "Bow",
- "TekBow",
- "Grenade",
- "Pistol",
- "Shotgun",
- "Machine Gun",
- "Launcher",
- "Tek Weapon",
- "Flame Thrower",
- "Guided Device",
- "Gravity Disrupter",
- "Dark Matter Cube",
- "Crossbow"
- }
- *Usage = "Public"
- *Comment = "The Bot's #3 favorite weapon"
- }
- *Combo = "PreferredWeapon03"
- {
- *DisplayName = "Preferred Weapon 4"
- *Value = 9
- *ComboList =
- {
- ; this list must be kept synchronized with WeaponInfo.h!
- "War Club",
- "Bow",
- "TekBow",
- "Grenade",
- "Pistol",
- "Shotgun",
- "Machine Gun",
- "Launcher",
- "Tek Weapon",
- "Flame Thrower",
- "Guided Device",
- "Gravity Disrupter",
- "Dark Matter Cube",
- "Crossbow"
- }
- *Usage = "Public"
- *Comment = "The Bot's #4 favorite weapon"
- }
- *Combo = "PreferredWeapon04"
- {
- *DisplayName = "Preferred Weapon 5"
- *Value = 8
- *ComboList =
- {
- ; this list must be kept synchronized with WeaponInfo.h!
- "War Club",
- "Bow",
- "TekBow",
- "Grenade",
- "Pistol",
- "Shotgun",
- "Machine Gun",
- "Launcher",
- "Tek Weapon",
- "Flame Thrower",
- "Guided Device",
- "Gravity Disrupter",
- "Dark Matter Cube",
- "Crossbow"
- }
- *Usage = "Public"
- *Comment = "The Bot's #5 favorite weapon"
- }
- *Combo = "PreferredWeapon05"
- {
- *DisplayName = "Preferred Weapon 6"
- *Value = 7
- *ComboList =
- {
- ; this list must be kept synchronized with WeaponInfo.h!
- "War Club",
- "Bow",
- "TekBow",
- "Grenade",
- "Pistol",
- "Shotgun",
- "Machine Gun",
- "Launcher",
- "Tek Weapon",
- "Flame Thrower",
- "Guided Device",
- "Gravity Disrupter",
- "Dark Matter Cube",
- "Crossbow"
- }
- *Usage = "Public"
- *Comment = "The Bot's #6 favorite weapon"
- }
- *Combo = "PreferredWeapon06"
- {
- *DisplayName = "Preferred Weapon 7"
- *Value = 6
- *ComboList =
- {
- ; this list must be kept synchronized with WeaponInfo.h!
- "War Club",
- "Bow",
- "TekBow",
- "Grenade",
- "Pistol",
- "Shotgun",
- "Machine Gun",
- "Launcher",
- "Tek Weapon",
- "Flame Thrower",
- "Guided Device",
- "Gravity Disrupter",
- "Dark Matter Cube",
- "Crossbow"
- }
- *Usage = "Public"
- *Comment = "The Bot's #7 favorite weapon"
- }
- *Combo = "PreferredWeapon07"
- {
- *DisplayName = "Preferred Weapon 8"
- *Value = 5
- *ComboList =
- {
- ; this list must be kept synchronized with WeaponInfo.h!
- "War Club",
- "Bow",
- "TekBow",
- "Grenade",
- "Pistol",
- "Shotgun",
- "Machine Gun",
- "Launcher",
- "Tek Weapon",
- "Flame Thrower",
- "Guided Device",
- "Gravity Disrupter",
- "Dark Matter Cube",
- "Crossbow"
- }
- *Usage = "Public"
- *Comment = "The Bot's #8 favorite weapon"
- }
- *Combo = "PreferredWeapon08"
- {
- *DisplayName = "Preferred Weapon 9"
- *Value = 4
- *ComboList =
- {
- ; this list must be kept synchronized with WeaponInfo.h!
- "War Club",
- "Bow",
- "TekBow",
- "Grenade",
- "Pistol",
- "Shotgun",
- "Machine Gun",
- "Launcher",
- "Tek Weapon",
- "Flame Thrower",
- "Guided Device",
- "Gravity Disrupter",
- "Dark Matter Cube",
- "Crossbow"
- }
- *Usage = "Public"
- *Comment = "The Bot's #9 favorite weapon"
- }
- *Combo = "PreferredWeapon09"
- {
- *DisplayName = "Preferred Weapon 10"
- *Value = 3
- *ComboList =
- {
- ; this list must be kept synchronized with WeaponInfo.h!
- "War Club",
- "Bow",
- "TekBow",
- "Grenade",
- "Pistol",
- "Shotgun",
- "Machine Gun",
- "Launcher",
- "Tek Weapon",
- "Flame Thrower",
- "Guided Device",
- "Gravity Disrupter",
- "Dark Matter Cube",
- "Crossbow"
- }
- *Usage = "Public"
- *Comment = "The Bot's #10 favorite weapon"
- }
- *Combo = "PreferredWeapon10"
- {
- *DisplayName = "Preferred Weapon 11"
- *Value = 2
- *ComboList =
- {
- ; this list must be kept synchronized with WeaponInfo.h!
- "War Club",
- "Bow",
- "TekBow",
- "Grenade",
- "Pistol",
- "Shotgun",
- "Machine Gun",
- "Launcher",
- "Tek Weapon",
- "Flame Thrower",
- "Guided Device",
- "Gravity Disrupter",
- "Dark Matter Cube",
- "Crossbow"
- }
- *Usage = "Public"
- *Comment = "The Bot's #11 favorite weapon"
- }
- *Combo = "PreferredWeapon11"
- {
- *DisplayName = "Preferred Weapon 12"
- *Value = 1
- *ComboList =
- {
- ; this list must be kept synchronized with WeaponInfo.h!
- "War Club",
- "Bow",
- "TekBow",
- "Grenade",
- "Pistol",
- "Shotgun",
- "Machine Gun",
- "Launcher",
- "Tek Weapon",
- "Flame Thrower",
- "Guided Device",
- "Gravity Disrupter",
- "Dark Matter Cube",
- "Crossbow"
- }
- *Usage = "Public"
- *Comment = "The Bot's #12 favorite weapon"
- }
- *Combo = "PreferredWeapon12"
- {
- *DisplayName = "Preferred Weapon 13"
- *Value = 0
- *ComboList =
- {
- ; this list must be kept synchronized with WeaponInfo.h!
- "War Club",
- "Bow",
- "TekBow",
- "Grenade",
- "Pistol",
- "Shotgun",
- "Machine Gun",
- "Launcher",
- "Tek Weapon",
- "Flame Thrower",
- "Guided Device",
- "Gravity Disrupter",
- "Dark Matter Cube",
- "Crossbow"
- }
- *Usage = "Public"
- *Comment = "The Bot's #13 favorite weapon"
- }
- }
- *Group = "Detection"
- {
- *Comment = "Sight, sound and smell detection parameters."
-
- *BOOL = "IGNOREPLAYER"
- {
- *VALUE = "False"
- *DISPLAYNAME = "Ignore Player?"
- *Comment = "No detection. Ignores player."
- }
-
- *BOOL = "CONEVISION"
- {
- *VALUE = "True"
- *DISPLAYNAME = "Cone Vision?"
- *Comment = "True for forward cone sight."
- *Comment = "False for 360 degree sight."
- }
-
-
- *FLOAT = "SIGHTRADIUS"
- {
- *VALUE = 20
- *MIN = 0
- *DISPLAYNAME = "Sight Radius"
- *DISPLAYASDISC = "255,0,0"
- *Comment = "Distance the AI can see."
- }
-
- *FLOAT = "SXZAngle"
- {
- *VALUE = 90
- *MIN = 0
- *DISPLAYNAME = "Cone XZ Angle"
- *Comment = "XZ Angle for cone vision."
- }
-
- *FLOAT = "SYAngle"
- {
- *VALUE = 45
- *MIN = 0
- *DISPLAYNAME = "Cone Y Angle"
- *Comment = "Y Angle for cone vision."
- }
-
- *FLOAT = "SOUNDRADIUS"
- {
- *VALUE = 30
- *MIN = 0
- *DISPLAYNAME = "Sound Radius"
- *DISPLAYASDISC = "205,120,30"
- *Comment = "Distance the AI can hear."
- }
-
- *FLOAT = "LostContactResetTime"
- {
- *VALUE = 5.0
- *DISPLAYNAME = "Lost Contact Reset Time"
- }
-
- }
-
- *Group = "Attack"
- {
- *Comment = "Attacking parameters."
-
- *Group = "Close Range"
- {
- *Comment = "Close Range Attack"
-
- *INT = "CloseRangeChance"
- {
- *VALUE = 25
- *MIN = 0
- *DISPLAYNAME = "Chance"
- *Comment = "The chance the AI will select close range attack"
- }
-
- *FLOAT = "CloseRangeDist"
- {
- *VALUE = 5
- *MIN = 0
- *DISPLAYNAME = "Distance"
- *Comment = "The distance from target in close range attack"
- }
- }
-
- *Group = "Medium Range"
- {
- *Comment = "Medium Range Attack"
-
- *INT = "MediumRangeChance"
- {
- *VALUE = 50
- *MIN = 0
- *DISPLAYNAME = "Chance"
- *Comment = "The chance the AI will select medium range attack"
- }
-
- *FLOAT = "MediumRangeDist"
- {
- *VALUE = 15
- *MIN = 0
- *DISPLAYNAME = "Distance"
- *Comment = "The distance from target in medium range attack"
- }
- }
-
- *Group = "Long Range"
- {
- *Comment = "Long Range Attack"
-
- *INT = "LongRangeChance"
- {
- *VALUE = 25
- *MIN = 0
- *DISPLAYNAME = "Chance"
- *Comment = "The chance the AI will select long range attack"
- }
-
- *FLOAT = "LongRangeDist"
- {
- *VALUE = 30
- *MIN = 0
- *DISPLAYNAME = "Distance"
- *Comment = "The distance from target in long range attack"
- }
- }
- *FLOAT = "WarclubRangeDist"
- {
- *Value = 2.0
- *MIN = 0
- *DISPLAYNAME = "Warclub Attack Distance"
- *Comment = "Maximum distance from target that bot can be to attack with warclub"
- }
-
- *INT = "CrouchAttackChance"
- {
- *VALUE = 0
- *MIN = 0
- *DISPLAYNAME = "Crouch Attack Chance"
- *Comment = "The chance out of 100 the AI will crouch when attacking"
- }
- }
- }
- }
-
-
- ;------------------------------------------------------------------------------
- ; Fall Death Region
- ;------------------------------------------------------------------------------
- *OBJECT = "FallDeathRegion"
- {
- *NAME = "FallDeathRegion"
- *INHERITS = "BoxRegion"
- *TYPE = "OBJECT"
- *UseInActorEd = "True"
-
- }
-
-
-
- ; +------------------------------------------------------------------+
- ; | |
- ; | End of Turok4-specific section. |
- ; | |
- ; +------------------------------------------------------------------+
-