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/* PLAYER */
{ Entity Name: PlyMale
/* This one decides for scoring */
EntityType: Player
# ModelType: Player
# Mesh: Player/SciFiMaleNoHelmet/SciFiMaleNoHelmetPrefab
# AvatarController: Player
ModelType: PlayerUMA
Mesh: Player/UMAAvatarPrefabMale
AvatarController: PlayerUMA
Class: Player
Prefab: Player
MeshHelmet: Player/SciFiMale/SciFiMalePrefab
MeshFP: Player/SciFiMale/SciFiMaleFPVPrefab
Parent: Players
RightHandJointName: RightHand
PlayerBikeHandPos: 2
/* This decides on the particle effect played on hit */
SurfaceCategory: human
PushFactor: 5
Weight: 70
VolumeCapacity: 500
MaxHealth: 500
/* ParticleOnDeath: blood_death */
/* TimeStayAfterDeath: 0.1 */
TimeStayAfterDeath: 5
AllowUserInstantiate: false
SfxHurt: Player_Male/MaleHurt
SfxHurtSmall: Player_Male/MaleHurtLittle
SfxDeath: Player_Male/MaleDeath
SfxStamina: Player_Male/heart_beat
/* If set this entity shows on the map */
MapIcon: map_ply
/* Misc stuff */
IsEnemy: false
/* ItemsOnEnterGame: "Drill,Pistol" */
DropInventoryEntity: Backpack
UpdateClusterInfo: true /* If this entity can move on cluster other than terrain */
}
{ Entity Name: PlyFemale
/* This one decides for scoring */
EntityType: Player
# ModelType: Player
# Mesh: Player/SciFiFemaleNoHelmet/SciFiFemaleNoHelmetPrefab
# AvatarController: Player
ModelType: PlayerUMA
Mesh: Player/UMAAvatarPrefabFemale
AvatarController: PlayerUMA
Class: Player
Prefab: Player
MeshHelmet: Player/SciFiFemale/SciFiFemalePrefab
MeshFP: Player/SciFiFemale/SciFiFemaleFPVPrefab
Parent: Players
RightHandJointName: RightHand
PlayerBikeHandPos: 2
/* This decides on the particle effect played on hit */
SurfaceCategory: human
PushFactor: 5
Weight: 70
VolumeCapacity: 500
MaxHealth: 500
/* ParticleOnDeath: blood_death */
/* TimeStayAfterDeath: 0.1 */
TimeStayAfterDeath: 5
AllowUserInstantiate: false
SfxHurt: PlyFemale/FemaleHurt
SfxHurtSmall: PlyFemale/FemaleHurtLittle
SfxDeath: PlyFemale/FemaleDeath
SfxStamina: Player_Male/heart_beat
/* If set this entity shows on the map */
MapIcon: map_ply
/* Misc stuff */
IsEnemy: false
/* ItemsOnEnterGame: "Drill,Pistol" */
DropInventoryEntity: Backpack
UpdateClusterInfo: true /* If this entity can move on cluster other than terrain */
}
{ Entity Name: Backpack
EntityType: PlayerBackpack
/* Mesh and class properties */
Mesh: Misc/CargoDropPrefab
BlockColor: "0,100,255"
ModelType: Custom
Prefab: Backpack
Class: Backpack
Parent: Backpack
/*property name=AvatarController value=Enemy */
TimeStayAfterDeath: 1500
AllowUserInstantiate: false
VolumeCapacity: 500
IsEnemy: false
LootListOnDeath: 11
# MapIcon: map_flag
MapIcon: map_backpack2
HudInfo: false
}
{ Entity Name: DropContainer
EntityType: DropContainer
/* Mesh and class properties */
Mesh: Misc/DropContainerPrefab
BlockColor: "0,100,255"
ModelType: Custom
Prefab: Backpack
Class: Container
Parent: Backpack
/*property name=AvatarController value=Enemy */
TimeStayAfterDeath: 900
AllowUserInstantiate: false
IsEnemy: false
LootListOnDeath: 80
HudInfo: false
}
{ Entity Name: MissionContainer
EntityType: MissionContainer
/* Mesh and class properties */
Mesh: Misc/DropContainerPrefab
BlockColor: "0,100,255"
ModelType: Custom
Prefab: Backpack
Class: MissionContainer
Parent: Backpack
/*property name=AvatarController value=Enemy /*/
TimeStayAfterDeath: 900
AllowUserInstantiate: false
IsEnemy: false
LootListOnDeath: 11
HudInfo: false
MapIcon: map_backpack2
}
{ Entity Name: ExplosiveDevice
EntityType: ExplosiveDevice
/* Mesh and class properties */
Mesh: Misc/ScifiExplosiveDevice1Prefab
ModelType: Custom
Prefab: Explosives
Class: Explosives
Parent: Explosives
SurfaceCategory: metal
MaxHealth: 5
TimeStayAfterDeath: 0
SfxSpawn: UseActions/ExplosivesTimer
/* Explosion on death */
# Damage: 1000 # Does not work with shields
BlastParticleIndex: 9
BlastRadius: 2
BlastDamage: 5000
BlastDamageMultiplier_1: 0.3, param1: hull|hullarmored|hullcombat
BlastDamageMultiplier_2: 3, param1: metal|metalhard
BlastDamageMultiplier_3: 0.7, param1: shield
AllowUserInstantiate: false
}
/* ESCAPE POD - normal */
{ Entity Name: EscapePod
/* Mesh and class properties */
Mesh: Misc/EscapePodPrefab
MeshDead: Misc/EscapePodDamagedPrefab
ModelType: Custom
Prefab: EscapePod
EntityType: EscapePod
Class: EscapePod
Parent: SV
MaxHealth: 1
TimeStayAfterDeath: 1000
IsEnemy: false
/* property name=LootListOnDeath value=34 --- Is taken now from difficulty level */
MapIcon: map_EscapePod
HudInfo: false
AllowUserInstantiate: false
}
/* ESCAPE POD - new start */
{ Entity Name: EscapePod_NewStart
/* Mesh and class properties */
Mesh: Misc/EscapePodPrefab
MeshDead: Misc/EscapePodDamagedPrefab
ModelType: Custom
Prefab: EscapePod
EntityType: EscapePod
Class: EscapePod
Parent: SV
MaxHealth: 1
TimeStayAfterDeath: 2000
IsEnemy: false
# LootListOnDeath: 35
MapIcon: map_EscapePod
HudInfo: false
AllowUserInstantiate: false
}
/* CONSTRUCTION DRONE */
{ Entity Name: PlayerDrone
EntityType: PlayerDrone
Mesh: Misc/PlayerDroneV2Prefab
ModelType: Custom
Prefab: PlayerDrone
Class: PlayerDrone
Parent: SV
SurfaceCategory: metal
MaxHealth: 50
TimeStayAfterDeath: 0
AllowUserInstantiate: false
XpFactor: 0
/* Explosion on death */
BlastParticleIndex: 9
BlastRadius: 2
}
/* MOTORBIKE */
{ Entity Name: PlayerBike
EntityType: PlayerBike
Mesh: Misc/PlayerBikePrefab
# Mesh: Misc/HoverBikePrefab
ModelType: Custom
Prefab: PlayerBike
Class: PlayerBike
Parent: PlayerBike
SurfaceCategory: metal
MaxHealth: 50
TimeStayAfterDeath: 0
MapIcon: map_PlayerBike
HudInfo: false
XpFactor: 0
/* Explosion on death */
BlastParticleIndex: 9
BlastRadius: 2
AllowUserInstantiate: false
ItemOnPickup: PlayerBike
DropInventoryItem: PlayerBike # after 5 minutes the bike will turn into this item
}
# Not used any more. Only used shortly in A6.1. Remove as soon as we do a savegame break!
{ Entity Name: PlayerBikeFolded
EntityType: PlayerBikeFolded
/* Mesh and class properties */
Mesh: Misc/PlayerBikeFoldedPrefab
BlockColor: "0,100,255"
ModelType: Custom
Prefab: Backpack
Class: Backpack
Parent: Backpack
/*property name=AvatarController value=Enemy /*/
TimeStayAfterDeath: 1500
AllowUserInstantiate: false
IsEnemy: false
LootListOnDeath: 11
MapIcon: map_PlayerBike
}
/* HOVER VESSEL */
{ Entity Name: HV_Player
EntityType: HV
ModelType: ChunkClusterSV, param1: HV_Player, param2: 8
Prefab: SV # determines the PEntity prefab that is used
Class: ShipHV
UseProxy: true
Parent: HV
MaxHealth: 20000
ViewAngle: 180
Weight: 70
TimeStayAfterDeath: 1.5
MapIcon: map_GV
IsEnemy: false
AITask-1: TurretFindBestTarget
AITarget-1: EntitiesAround
/* Explosion on death */
BlastParticleIndex: 1
BlastRadius: 3
AllowUserInstantiate: false
}
/* SMALL VESSELS */
{ Entity Name: SV_Player
EntityType: SV
ModelType: ChunkClusterSV, param1: SV_Player, param2: 8
Prefab: SV
Class: ShipSV
UseProxy: true
Parent: SV
MaxHealth: 20000
ViewAngle: 180
Weight: 70
TimeStayAfterDeath: 1.5
MapIcon: map_SS
IsEnemy: false
AITask-1: TurretFindBestTarget
AITarget-1: EntitiesAround
/* Explosion on death */
BlastParticleIndex: 1
BlastRadius: 3
AllowUserInstantiate: false
}
/* CAPITAL VESSELS */
{ Entity Name: CV_Player
EntityType: CV
ModelType: ChunkClusterCV, param1: CV_Player, param2: 2
Prefab: CV
Class: ShipCV
UseProxy: true
Parent: CV
Faction: Player
MapIcon: map_MS
IsEnemy: false
MaxHealth: 20000
ViewAngle: 180
Weight: 70
AITask-1: TurretFindBestTarget
AITarget-1: EntitiesAround
/* Explosion on death */
BlastParticleIndex: 1
BlastRadius: 3
AllowUserInstantiate: false
}
{ Entity Name: CV_Player_M
EntityType: CV
ModelType: ChunkClusterCV, param1: CV_Player, param2: 4
Prefab: CV
Class: ShipCV
UseProxy: true
Parent: CV
Faction: Player
MapIcon: map_MS
IsEnemy: false
MaxHealth: 20000
ViewAngle: 180
Weight: 70
AITask-1: TurretFindBestTarget
AITarget-1: EntitiesAround
/* Explosion on death */
BlastParticleIndex: 1
BlastRadius: 3
AllowUserInstantiate: false
}
{ Entity Name: CV_Player_S
EntityType: CV
ModelType: ChunkClusterCV, param1: CV_Player, param2: 8
Prefab: CV
Class: ShipCV
UseProxy: true
Parent: CV
Faction: Player
MapIcon: map_MS
IsEnemy: false
MaxHealth: 20000
ViewAngle: 180
Weight: 70
AITask-1: TurretFindBestTarget
AITarget-1: EntitiesAround
/* Explosion on death */
BlastParticleIndex: 1
BlastRadius: 3
AllowUserInstantiate: false
}
{ Entity Name: CV_ClusterDrone
EntityType: CV
ModelType: ChunkClusterCV, param1: CV_SpaceCarrier, param2: 2
Prefab: CV
Class: ClusterDrone
UseProxy: true
Parent: CV
Faction: Zirax
IsEnemy: true
DroneType: ClusterDrone
MaxHealth: 20000
ViewAngle: 360
ViewRange: 1000
Weight: 70
/* Explosion on death */
BlastParticleIndex: 0
BlastRadius: 0
/* AI properties */
/*AITask-1: DroneAttackTarget*/
AITask-1: DronePathPatrol
AITask-2: DroneRangePatrol
/*AITarget-1: EntitiesAround, param1: "Player,BA,SV,HV,CV"*/
/*AITarget-1: PlanetVesselDetection, param1: "Player,BA,SV,HV,CV"*/
MapIcon: map_EnemyEntityDot
AllowUserInstantiate: false
}
{ Entity Name: Freighter_ClassI, Ref: CV_ClusterDrone
ModelType: ChunkClusterCV, param1: CV_Freighter_ClassI, param2: 2
}
/* BASES */
/* PLAYER FACTION */
/* Planetary Bases */
{ Entity Name: BA_Player
EntityType: BA
ModelType: ChunkClusterBase, param1: BA_Player, param2: 2
Prefab: Base
Class: Base
UseProxy: true
Parent: Bases
IsEnemy: false
Faction: Player
AITask-1: TurretFindBestTarget
AITarget-1: EntitiesAround
AllowUserInstantiate: false
MapIcon: map_Base3
}
/* BASES */
/* PLAYER FACTION */
/* Planetary Bases */
{ Entity Name: BA_Player_M
EntityType: BA
ModelType: ChunkClusterBase, param1: BA_Player, param2: 4
Prefab: Base
Class: Base
UseProxy: true
Parent: Bases
IsEnemy: false
Faction: Player
AITask-1: TurretFindBestTarget
AITarget-1: EntitiesAround
AllowUserInstantiate: false
MapIcon: map_Base3
}
{ Entity Name: BA_Player_S
EntityType: BA
ModelType: ChunkClusterBase, param1: BA_Player, param2: 8
Prefab: Base
Class: Base
UseProxy: true
Parent: Bases
IsEnemy: false
Faction: Player
AITask-1: TurretFindBestTarget
AITarget-1: EntitiesAround
AllowUserInstantiate: false
MapIcon: map_Base3
}
/* ADMIN FACTION */
# Used for fixed POIs in orbit
{ Entity Name: BA_Admin
EntityType: BA
ModelType: ChunkClusterBase, param1: BA_Player, param2: 2
Prefab: Base
Class: Base
UseProxy: true
Parent: Bases
IsEnemy: false
Faction: Admin
AITask-1: TurretFindBestTarget
AITarget-1: EntitiesAround
AllowUserInstantiate: false
MapIcon: map_arrow
}
/* ALIEN FACTION */
{ Entity Name: CV_Alien
EntityType: CV
ModelType: ChunkClusterCV, param1: CV_Alien, param2: 2
Prefab: CV
Class: ShipCV
UseProxy: true
Parent: CV
IsEnemy: true
Faction: Zirax
AITask-1: TurretFindBestTarget, param1: true /* param1: if set to true just attack nearest without considering faction */
AITarget-1: EntitiesAround, param1: "Player,SV,CV,HV,PlayerDrone" /* param1 can override the factions that are set in the turrets */
AllowUserInstantiate: false
MapIcon: map_POI
POIType: POI
}
{ Entity Name: BA_POI_New
EntityType: BA
ModelType: ChunkClusterBase, param1: BA_Player, param2: 2
Prefab: Base
Class: Base
UseProxy: true
Parent: Bases
# IsEnemy: true
# Faction: Zirax
AITask-1: TurretFindBestTarget, param1: true /* param1: if set to true just attack nearest without considering faction */
AITarget-1: EntitiesAround, param1: "Player,SV,CV,HV,BA,PlayerDrone" /* param1 can override the factions that are set in the turrets */
AllowUserInstantiate: false
MapIcon: map_POI
POIType: POI # controls if object can be discovered and is only relevant for map object handling
}
{ Entity Name: BA_Alien
EntityType: BA
ModelType: ChunkClusterBase, param1: BA_Alien, param2: 2
Prefab: Base
Class: Base
UseProxy: true
Parent: Bases
IsEnemy: true
Faction: Zirax
AITask-1: TurretFindBestTarget, param1: true /* param1: if set to true just attack nearest without considering faction */
AITarget-1: EntitiesAround, param1: "Player,SV,CV,HV,PlayerDrone" /* param1 can override the factions that are set in the turrets */
AllowUserInstantiate: false
MapIcon: map_POI
POIType: POI
}
/* AI Planetary Bases */
{ Entity Name: BA_ClusterDrone, Ref: BA_POI_New
Class: BaseClusterDrone
ModelType: ChunkClusterBase, param1: BA_PF7, param2: 2
UseProxy: false
}
/* MISC */
/* Entity that is temporarily spawned when a player attaches to a turret */
{ Entity Name: Turret_PlayerAttach
EntityType: Turret
ModelType: Custom
Prefab: Turret
Class: TurretManual
Parent: Turrets
IsEnemy: false
/*property name=AITask-1 value=TurretAimTarget />
AITask-2: TurretAttackTarget
<property name=AITarget-1 value=Faction --- Factions can be set in control panel */
/*property name=MaxHealth value=500 NOT USED, BLOCK DAMAGE IS USED INSTEAD /*/
ViewAngle: 360
ViewRange: 1000
Weight: 70
TimeStayAfterDeath: 1
AllowUserInstantiate: false
}
/* Entity that is temporarely spawned when an enemy base discovers a player nearby */
{ Entity Name: Turret_Enemy
Faction: Zirax
ModelType: Custom
Prefab: Turret
Class: TurretAuto
Parent: Turrets
AITask-1: TurretAimTarget
AITask-2: TurretAttackTarget
AITarget-1: Entity, param1: Player
AITarget-2: Entity500m, param1: "SV,HV,CV"
IsEnemy: true
ViewAngle: 360
ViewRange: 500
Weight: 70
TimeStayAfterDeath: 1
AllowUserInstantiate: false
}
/* Asteroids */
/* 3d model Small Asteroids - Decorative */
{ Entity Name: Asteroid_01
EntityType: Asteroid
ModelType: Custom
Mesh: Asteroids/Small/Asteroid-001
Prefab: Asteroid
Class: Asteroid
Parent: Asteroids
IsEnemy: false
MaxHealth: 3000
ViewAngle: 180
Weight: 70
ParticleOnDeath: asteroid_explosion
TimeStayAfterDeath: 0.1
AllowUserInstantiate: false
}
{ Entity Name: Asteroid_02, Ref: Asteroid_01
Mesh: Asteroids/Small/Asteroid-002
}
{ Entity Name: Asteroid_03, Ref: Asteroid_01
Mesh: Asteroids/Small/Asteroid-003
}
/* 3d model Resource Asteroids */
{ Entity Name: AsteroidIron
EntityType: AstRes
Mesh: Asteroids/Resources/AsteroidIronPrefab
Prefab: AsteroidResource
Class: AsteroidResource
Parent: Asteroids
IsEnemy: false
MaxHealth: 5000
ViewAngle: 180
Weight: 70
XpFactor: 0
ParticleOnDeath: asteroid_explosion
TimeStayAfterDeath: 0.1
AsteroidBlockValueType: IronResource
MapIcon: map_IronResource
AllowUserInstantiate: false
}
{ Entity Name: AsteroidCopper, Ref: AsteroidIron
Mesh: Asteroids/Resources/AsteroidCopperPrefab
AsteroidBlockValueType: CopperResource
MapIcon: map_CopperResource
}
{ Entity Name: AsteroidPromethium, Ref: AsteroidIron
Mesh: Asteroids/Resources/AsteroidPromethiumPrefab
AsteroidBlockValueType: PromethiumResource
MapIcon: map_PromethiumResource
}
{ Entity Name: AsteroidSilicon, Ref: AsteroidIron
Mesh: Asteroids/Resources/AsteroidSiliconPrefab
AsteroidBlockValueType: SiliconResource
MapIcon: map_SiliconResource
}
{ Entity Name: AsteroidNeodymium, Ref: AsteroidIron
Mesh: Asteroids/Resources/AsteroidNeodymiumPrefab
AsteroidBlockValueType: NeodymiumResource
MapIcon: map_NeodymiumResource
}
{ Entity Name: AsteroidMagnesium, Ref: AsteroidIron
Mesh: Asteroids/Resources/AsteroidMagnesiumPrefab
AsteroidBlockValueType: MagnesiumResource
MapIcon: map_MagnesiumResource
}
{ Entity Name: AsteroidCobalt, Ref: AsteroidIron
Mesh: Asteroids/Resources/AsteroidCobaltPrefab
AsteroidBlockValueType: CobaltResource
MapIcon: map_CobaltResource
}
{ Entity Name: AsteroidErestrum, Ref: AsteroidIron
Mesh: Asteroids/Resources/AsteroidErestrumPrefab
AsteroidBlockValueType: ErestrumResource
MapIcon: map_ErestrumResource
}
{ Entity Name: AsteroidSathium, Ref: AsteroidIron
Mesh: Asteroids/Resources/AsteroidSathiumPrefab
AsteroidBlockValueType: SathiumResource
MapIcon: map_SathiumResource
}
{ Entity Name: AsteroidZascosium, Ref: AsteroidIron
Mesh: Asteroids/Resources/AsteroidZascosiumPrefab
AsteroidBlockValueType: ZascosiumResource
MapIcon: map_ZascosiumResource
}
{ Entity Name: AsteroidGold, Ref: AsteroidIron
Mesh: Asteroids/Resources/AsteroidGoldPrefab
AsteroidBlockValueType: GoldResource
MapIcon: map_GoldResource
}
{ Entity Name: AsteroidPentaxid, Ref: AsteroidIron
Mesh: Asteroids/Resources/AsteroidPentaxidPrefab
AsteroidBlockValueType: PentaxidResource
MapIcon: map_PentaxidResource
}
{ Entity Name: AsteroidIce, Ref: AsteroidIron
Mesh: Asteroids/Resources/AsteroidIcePrefab
AsteroidBlockValueType: IceResource
MapIcon: map_IceResource
}
{ Entity Name: AsteroidTitan, Ref: AsteroidIron
Mesh: Asteroids/Resources/AsteroidTitanPrefab
AsteroidBlockValueType: TitanResource
MapIcon: map_TitanResource
}
{ Entity Name: AsteroidPlatin, Ref: AsteroidIron
Mesh: Asteroids/Resources/AsteroidPlatinPrefab
AsteroidBlockValueType: PlatinResource
MapIcon: map_PlatinResource
}
{ Entity Name: AsteroidAluminium, Ref: AsteroidIron
Mesh: Asteroids/Resources/AsteroidAluminiumPrefab
AsteroidBlockValueType: AluminiumResource
MapIcon: map_AluminiumResource
}
/* 3d Model Underground Resources */
{ Entity Name: IronResource
EntityType: UnderRes
Mesh: Asteroids/Resources/IronResourcePrefab
Prefab: UndergroundResource
Class: UndergroundResource
Parent: Resources
IsEnemy: false
MaxHealth: 5000
ViewAngle: 180
Weight: 70
XpFactor: 0
ParticleOnDeath: resource_explosion
TimeStayAfterDeath: 0.1
AsteroidBlockValueType: IronResource
AllowUserInstantiate: false
}
{ Entity Name: CopperResource, Ref: IronResource
Mesh: Asteroids/Resources/CopperResourcePrefab
AsteroidBlockValueType: CopperResource
}
{ Entity Name: PromethiumResource, Ref: IronResource
Mesh: Asteroids/Resources/PromethiumResourcePrefab
AsteroidBlockValueType: PromethiumResource
}
{ Entity Name: SiliconResource, Ref: IronResource
Mesh: Asteroids/Resources/SiliconResourcePrefab
AsteroidBlockValueType: SiliconResource
}
{ Entity Name: NeodymiumResource, Ref: IronResource
Mesh: Asteroids/Resources/NeodymiumResourcePrefab
AsteroidBlockValueType: NeodymiumResource
}
{ Entity Name: MagnesiumResource, Ref: IronResource
Mesh: Asteroids/Resources/MagnesiumResourcePrefab
AsteroidBlockValueType: MagnesiumResource
}
{ Entity Name: CobaltResource, Ref: IronResource
Mesh: Asteroids/Resources/CobaltResourcePrefab
AsteroidBlockValueType: CobaltResource
}
{ Entity Name: ErestrumResource, Ref: IronResource
Mesh: Asteroids/Resources/ErestrumResourcePrefab
AsteroidBlockValueType: ErestrumResource
}
{ Entity Name: SathiumResource, Ref: IronResource
Mesh: Asteroids/Resources/SathiumResourcePrefab
AsteroidBlockValueType: SathiumResource
}
{ Entity Name: ZascosiumResource, Ref: IronResource
Mesh: Asteroids/Resources/ZascosiumResourcePrefab
AsteroidBlockValueType: ZascosiumResource
}
{ Entity Name:GoldResource, Ref: IronResource
Mesh: Asteroids/Resources/GoldResourcePrefab
AsteroidBlockValueType: GoldResource
}
{ Entity Name: PentaxidResource, Ref: IronResource
Mesh: Asteroids/Resources/PentaxidResourcePrefab
AsteroidBlockValueType: PentaxidResource
}
{ Entity Name: IceResource, Ref: IronResource
Mesh: Asteroids/Resources/IceResourcePrefab
AsteroidBlockValueType: IceResource
}
{ Entity Name: TitanResource, Ref: IronResource
Mesh: Asteroids/Resources/TitanResourcePrefab
AsteroidBlockValueType: TitanResource
}
{ Entity Name: PlatinResource, Ref: IronResource
Mesh: Asteroids/Resources/PlatinResourcePrefab
AsteroidBlockValueType: PlatinResource
}
{ Entity Name: AluminiumResource, Ref: IronResource
Mesh: Asteroids/Resources/AluminiumResourcePrefab
AsteroidBlockValueType: AluminiumResource
}
/* Asteroid Field */
/* Many asteroids in small area */
{ Entity Name: AsteroidField
ModelType: Custom
Mesh: Asteroids/Large/AsteroidFieldPrefab
Mesh2: Asteroids/Large/AsteroidFieldPrefab
Mesh3: Asteroids/Large/AsteroidFieldPrefab
Mesh4: Asteroids/Large/AsteroidFieldPrefab
Mesh5: Asteroids/Large/AsteroidFieldPrefab
Prefab: AsteroidFieldStatic
Class: AsteroidField
Parent: Asteroids
/* This decides on the particle effect played on hit */
SurfaceCategory: stone
IsEnemy: false
MaxHealth: 100
ViewAngle: 180
Weight: 70
ParticleOnDeath: asteroid_explosion
TimeStayAfterDeath: 0.1
AllowUserInstantiate: false
}
/* Many asteroids in small area with excluded part */
{ Entity Name: AsteroidFieldRectangle2, Ref: AsteroidField
Mesh: Asteroids/Large/AsteroidFieldRectangle2Prefab
}
/* Asteroid rings. Please don't use this around planets any more... */
{ Entity Name: AsteroidFieldRing, Ref: AsteroidField
Mesh: Asteroids/Large/AsteroidFieldRingPrefab_dynamic
Mesh2: Asteroids/Large/AsteroidFieldRingPrefab_dynamic
Mesh3: Asteroids/Large/AsteroidFieldRingPrefab_dynamic
Mesh4: Asteroids/Large/AsteroidFieldRingClass4Prefab_dynamic
Mesh5: Asteroids/Large/AsteroidFieldRingClass5Prefab_dynamic
# Mesh: Asteroids/Large/AsteroidFieldRingPrefab
# Mesh2: Asteroids/Large/AsteroidFieldRingPrefab
# Mesh3: Asteroids/Large/AsteroidFieldRingPrefab
# Mesh4: Asteroids/Large/AsteroidFieldRingClass4Prefab
# Mesh5: Asteroids/Large/AsteroidFieldRingClass5Prefab
}
/* Asteroid rings around planets: ...please use this instead if you need a ring around a planet. */
{ Entity Name: AsteroidRingPlanet, Ref: AsteroidField
Class: AsteroidRingPlanet
EntityType: AstRingPlanet
}
/* Asteroid rings */
{ Entity Name: AsteroidFieldRingOld, Ref: AsteroidField
Mesh: Asteroids/Large/AsteroidFieldRingPrefab
Mesh2: Asteroids/Large/AsteroidFieldRingPrefab
Mesh3: Asteroids/Large/AsteroidFieldRingPrefab
Mesh4: Asteroids/Large/AsteroidFieldRingClass4Prefab
Mesh5: Asteroids/Large/AsteroidFieldRingClass5Prefab
}
/* Asteroids scattered in whole space area (in middle no asteroids) */
{ Entity Name: AsteroidFieldBoxExclude, Ref: AsteroidField
Mesh: Asteroids/Large/AsteroidFieldBoxExcludePrefab
Mesh2: Asteroids/Large/AsteroidFieldBoxExcludePrefab
Mesh3: Asteroids/Large/AsteroidFieldBoxExcludePrefab
Mesh4: Asteroids/Large/AsteroidFieldBoxExcludeClass4Prefab
Mesh5: Asteroids/Large/AsteroidFieldBoxExcludeClass5Prefab
}
/* Few asteroids scattered in whole space area (in middle no asteroids) */
{ Entity Name: AsteroidFieldFewBoxExclude, Ref: AsteroidField
Mesh: Asteroids/Large/AsteroidFieldFewBoxExcludePrefab
Mesh2: Asteroids/Large/AsteroidFieldFewBoxExcludePrefab
Mesh3: Asteroids/Large/AsteroidFieldFewBoxExcludePrefab
Mesh4: Asteroids/Large/AsteroidFieldFewBoxExcludeClass4Prefab
Mesh5: Asteroids/Large/AsteroidFieldFewBoxExcludeClass5Prefab
}
# ==============================================================
# Voxel Asteroid Prefabs
# Voxel01 contains 4637 resource blocks => on average 4637 *0.2 *3 = 2782 ores
# ==============================================================
{ Entity Name: AsteroidVoxel01
EntityType: AstVoxel
ModelType: ChunkClusterBase, param1: AsteroidVoxel01, param2: 2
Prefab: Base
Class: AsteroidVoxel
UseProxy: true
Parent: POI
IsEnemy: false
MapIcon: map_SathiumResource
POIType: POI
AllowUserInstantiate: false
}
# Voxel02 contains 2392 resource blocks => on average 2392 *0.2 *3 = 1435 ores
{ Entity Name: AsteroidVoxel02, Ref: AsteroidVoxel01
ModelType: ChunkClusterBase, param1: AsteroidVoxel02, param2: 2
}
# Voxel03 contains 5462 resource blocks => on average 5462 *0.2 *3 = 3277 ores
{ Entity Name: AsteroidVoxel03, Ref: AsteroidVoxel01
ModelType: ChunkClusterBase, param1: AsteroidVoxel03, param2: 2
}
{ Entity Name: AsteroidVoxel01Cobalt, Ref: AsteroidVoxel01
ModelType: ChunkClusterBase, param1: AsteroidVoxel01Cobalt, param2: 2
MapIcon: map_CobaltResource
}
{ Entity Name: AsteroidVoxel02Cobalt, Ref: AsteroidVoxel01
ModelType: ChunkClusterBase, param1: AsteroidVoxel02Cobalt, param2: 2
MapIcon: map_CobaltResource
}
{ Entity Name: AsteroidVoxel03Cobalt, Ref: AsteroidVoxel01
ModelType: ChunkClusterBase, param1: AsteroidVoxel03Cobalt, param2: 2
MapIcon: map_CobaltResource
}
{ Entity Name: AsteroidVoxel01Copper, Ref: AsteroidVoxel01
ModelType: ChunkClusterBase, param1: AsteroidVoxel01Copper, param2: 2
MapIcon: map_CopperResource
}
{ Entity Name: AsteroidVoxel02Copper, Ref: AsteroidVoxel01
ModelType: ChunkClusterBase, param1: AsteroidVoxel02Copper, param2: 2
MapIcon: map_CopperResource
}
{ Entity Name: AsteroidVoxel03Copper, Ref: AsteroidVoxel01
ModelType: ChunkClusterBase, param1: AsteroidVoxel03Copper, param2: 2
MapIcon: map_CopperResource
}
{ Entity Name: AsteroidVoxel01Erestrum, Ref: AsteroidVoxel01
ModelType: ChunkClusterBase, param1: AsteroidVoxel01Erestrum, param2: 2
MapIcon: map_ErestrumResource
}
{ Entity Name: AsteroidVoxel02Erestrum, Ref: AsteroidVoxel01
ModelType: ChunkClusterBase, param1: AsteroidVoxel02Erestrum, param2: 2
MapIcon: map_ErestrumResource
}
{ Entity Name: AsteroidVoxel03Erestrum, Ref: AsteroidVoxel01
ModelType: ChunkClusterBase, param1: AsteroidVoxel03Erestrum, param2: 2
MapIcon: map_ErestrumResource
}
{ Entity Name: AsteroidVoxel01Gold, Ref: AsteroidVoxel01
ModelType: ChunkClusterBase, param1: AsteroidVoxel01Gold, param2: 2
MapIcon: map_GoldResource
}
{ Entity Name: AsteroidVoxel02Gold, Ref: AsteroidVoxel01
ModelType: ChunkClusterBase, param1: AsteroidVoxel02Gold, param2: 2
MapIcon: map_GoldResource
}
{ Entity Name: AsteroidVoxel03Gold, Ref: AsteroidVoxel01
ModelType: ChunkClusterBase, param1: AsteroidVoxel03Gold, param2: 2
MapIcon: map_GoldResource
}
{ Entity Name: AsteroidVoxel01Iron, Ref: AsteroidVoxel01
ModelType: ChunkClusterBase, param1: AsteroidVoxel01Iron, param2: 2
MapIcon: map_IronResource
}
{ Entity Name: AsteroidVoxel02Iron, Ref: AsteroidVoxel01
ModelType: ChunkClusterBase, param1: AsteroidVoxel02Iron, param2: 2
MapIcon: map_IronResource
}
{ Entity Name: AsteroidVoxel03Iron, Ref: AsteroidVoxel01
ModelType: ChunkClusterBase, param1: AsteroidVoxel03Iron, param2: 2
MapIcon: map_IronResource
}
{ Entity Name: AsteroidVoxel01Magnesium, Ref: AsteroidVoxel01
ModelType: ChunkClusterBase, param1: AsteroidVoxel01Magnesium, param2: 2
MapIcon: map_MagnesiumResource
}
{ Entity Name: AsteroidVoxel02Magnesium, Ref: AsteroidVoxel01
ModelType: ChunkClusterBase, param1: AsteroidVoxel02Magnesium, param2: 2
MapIcon: map_MagnesiumResource
}
{ Entity Name: AsteroidVoxel03Magnesium, Ref: AsteroidVoxel01
ModelType: ChunkClusterBase, param1: AsteroidVoxel03Magnesium, param2: 2
MapIcon: map_MagnesiumResource
}
{ Entity Name: AsteroidVoxel01Neodymium, Ref: AsteroidVoxel01
ModelType: ChunkClusterBase, param1: AsteroidVoxel01Neodymium, param2: 2
MapIcon: map_NeodymiumResource
}
{ Entity Name: AsteroidVoxel02Neodymium, Ref: AsteroidVoxel01
ModelType: ChunkClusterBase, param1: AsteroidVoxel02Neodymium, param2: 2
MapIcon: map_NeodymiumResource
}
{ Entity Name: AsteroidVoxel03Neodymium, Ref: AsteroidVoxel01
ModelType: ChunkClusterBase, param1: AsteroidVoxel03Neodymium, param2: 2
MapIcon: map_NeodymiumResource
}
{ Entity Name: AsteroidVoxel01Pentaxid, Ref: AsteroidVoxel01
ModelType: ChunkClusterBase, param1: AsteroidVoxel01Pentaxid, param2: 2
MapIcon: map_PentaxidResource
}
{ Entity Name: AsteroidVoxel02Pentaxid, Ref: AsteroidVoxel01
ModelType: ChunkClusterBase, param1: AsteroidVoxel02Pentaxid, param2: 2
MapIcon: map_PentaxidResource
}
{ Entity Name: AsteroidVoxel03Pentaxid, Ref: AsteroidVoxel01
ModelType: ChunkClusterBase, param1: AsteroidVoxel03Pentaxid, param2: 2
MapIcon: map_PentaxidResource
}
{ Entity Name: AsteroidVoxel01Promethium, Ref: AsteroidVoxel01
ModelType: ChunkClusterBase, param1: AsteroidVoxel01Promethium, param2: 2
MapIcon: map_PromethiumResource
}
{ Entity Name: AsteroidVoxel02Promethium, Ref: AsteroidVoxel01
ModelType: ChunkClusterBase, param1: AsteroidVoxel02Promethium, param2: 2
MapIcon: map_PromethiumResource
}
{ Entity Name: AsteroidVoxel03Promethium, Ref: AsteroidVoxel01
ModelType: ChunkClusterBase, param1: AsteroidVoxel03Promethium, param2: 2
MapIcon: map_PromethiumResource
}
{ Entity Name: AsteroidVoxel01Sathium, Ref: AsteroidVoxel01
ModelType: ChunkClusterBase, param1: AsteroidVoxel01Sathium, param2: 2
MapIcon: map_SathiumResource
}
{ Entity Name: AsteroidVoxel02Sathium, Ref: AsteroidVoxel01
ModelType: ChunkClusterBase, param1: AsteroidVoxel02Sathium, param2: 2
MapIcon: map_SathiumResource
}
{ Entity Name: AsteroidVoxel03Sathium, Ref: AsteroidVoxel01
ModelType: ChunkClusterBase, param1: AsteroidVoxel03Sathium, param2: 2
MapIcon: map_SathiumResource
}
{ Entity Name: AsteroidVoxel01Silicon, Ref: AsteroidVoxel01
ModelType: ChunkClusterBase, param1: AsteroidVoxel01Silicon, param2: 2
MapIcon: map_SiliconResource
}
{ Entity Name: AsteroidVoxel02Silicon, Ref: AsteroidVoxel01
ModelType: ChunkClusterBase, param1: AsteroidVoxel02Silicon, param2: 2
MapIcon: map_SiliconResource
}
{ Entity Name: AsteroidVoxel03Silicon, Ref: AsteroidVoxel01
ModelType: ChunkClusterBase, param1: AsteroidVoxel03Silicon, param2: 2
MapIcon: map_SiliconResource
}
{ Entity Name: AsteroidVoxel01Zascosium, Ref: AsteroidVoxel01
ModelType: ChunkClusterBase, param1: AsteroidVoxel01Zascosium, param2: 2
MapIcon: map_ZascosiumResource
}
{ Entity Name: AsteroidVoxel02Zascosium, Ref: AsteroidVoxel01
ModelType: ChunkClusterBase, param1: AsteroidVoxel02Zascosium, param2: 2
MapIcon: map_ZascosiumResource
}
{ Entity Name: AsteroidVoxel03Zascosium, Ref: AsteroidVoxel01
ModelType: ChunkClusterBase, param1: AsteroidVoxel03Zascosium, param2: 2
MapIcon: map_ZascosiumResource
}
{ Entity Name: AsteroidVoxel01Ice, Ref: AsteroidVoxel01
ModelType: ChunkClusterBase, param1: AsteroidVoxel01Ice, param2: 2
MapIcon: map_IceResource
}
{ Entity Name: AsteroidVoxel02Ice, Ref: AsteroidVoxel01
ModelType: ChunkClusterBase, param1: AsteroidVoxel02Ice, param2: 2
MapIcon: map_IceResource
}
{ Entity Name: AsteroidVoxel03Ice, Ref: AsteroidVoxel01
ModelType: ChunkClusterBase, param1: AsteroidVoxel03Ice, param2: 2
MapIcon: map_IceResource
}
{ Entity Name: AsteroidVoxel01Titan, Ref: AsteroidVoxel01
ModelType: ChunkClusterBase, param1: AsteroidVoxel01Titan, param2: 2
MapIcon: map_TitanResource
}
{ Entity Name: AsteroidVoxel02Titan, Ref: AsteroidVoxel01
ModelType: ChunkClusterBase, param1: AsteroidVoxel02Titan, param2: 2
MapIcon: map_TitanResource
}
{ Entity Name: AsteroidVoxel03Titan, Ref: AsteroidVoxel01
ModelType: ChunkClusterBase, param1: AsteroidVoxel03Titan, param2: 2
MapIcon: map_TitanResource
}
{ Entity Name: AsteroidVoxel01Aluminium, Ref: AsteroidVoxel01
ModelType: ChunkClusterBase, param1: AsteroidVoxel01Aluminium, param2: 2
MapIcon: map_AluminiumResource
}
{ Entity Name: AsteroidVoxel02Aluminium, Ref: AsteroidVoxel01
ModelType: ChunkClusterBase, param1: AsteroidVoxel02Aluminium, param2: 2
MapIcon: map_AluminiumResource
}
{ Entity Name: AsteroidVoxel03Aluminium, Ref: AsteroidVoxel01
ModelType: ChunkClusterBase, param1: AsteroidVoxel03Aluminium, param2: 2
MapIcon: map_AluminiumResource
}
{ Entity Name: AsteroidVoxel01Platin, Ref: AsteroidVoxel01
ModelType: ChunkClusterBase, param1: AsteroidVoxel01Platin, param2: 2
MapIcon: map_PlatinResource
}
{ Entity Name: AsteroidVoxel02Platin, Ref: AsteroidVoxel01
ModelType: ChunkClusterBase, param1: AsteroidVoxel02Platin, param2: 2
MapIcon: map_PlatinResource
}
{ Entity Name: AsteroidVoxel03Platin, Ref: AsteroidVoxel01
ModelType: ChunkClusterBase, param1: AsteroidVoxel03Platin, param2: 2
MapIcon: map_PlatinResource
}
/* Old Voxel Asteroid Field */
{ Entity Name: asteroidfield20Size10Ast_V1
EntityType: AstVoxel
ModelType: ChunkClusterBase, param1: asteroidfield20Size10Ast_V1, param2: 2
Prefab: Base
Class: AsteroidVoxel
Parent: POI
IsEnemy: false
AllowUserInstantiate: false
}
{ Entity Name: asteroidfield20Size10Ast_V2, Ref: asteroidfield20Size10Ast_V1
ModelType: ChunkClusterBase, param1: asteroidfield20Size10Ast_V2, param2: 2
}
{ Entity Name: asteroidfield20Size10Ast_V3, Ref: asteroidfield20Size10Ast_V1
ModelType: ChunkClusterBase, param1: asteroidfield20Size10Ast_V3, param2: 2
}
{ Entity Name: Asteroid_resource01
EntityType: AstVoxel
ModelType: ChunkClusterBase, param1: Asteroid_resource01, param2: 4
Prefab: Base
Class: AsteroidVoxel
Parent: POI
IsEnemy: false
AllowUserInstantiate: false
}
# ===============================
# PLANETARY DRONES
# ===============================
/* Classification: Drone[Size][Speed][NrOfWeapons][TypeOfWeapon] */
{ +Entity Name: DroneSmallFast01Rocket
EntityType: EnemyDrone
Faction: Zirax
/* Mesh: Enemies/Drones/DroneV2Prefab */
/* MeshDead: Enemies/Drones/DroneV2DestroyedPrefab */
Mesh: Enemies/Drones/EnemyDroneRedPrefab
MeshDead: Enemies/Drones/EnemyDroneDamagedPrefab
PoolCount: 10
SurfaceCategory: metal
ModelType: Custom
Prefab: Drone
Class: MeshDrone
Parent: Drones
AvatarController: Custom
DroneType: FastDrone
ViewAngle: 360
ViewRange: 1000
/* AI properties */
/* AITask-1: DroneFindTargetIfHurt */
/* AITask-2: DroneAttackTarget */
/* AITask-3: DroneHuntAfterLostDetection, param1: 50 */
/* AITask-4: DroneRangePatrol, param1: 50 */
/* AITask-5: DronePathPatrol */
/* AITask-6: DroneSentryPatrol */
#AITarget-1: DroneDetection, param1: "Player,BA,SV,HV,CV", param2: EntityShipSV
/* General properties */
HandItem: rocketlauncherDroneSmall
ItemsOnEnterGame: rocketlauncherDroneSmall
IsEnemy: true
MaxHealth: 950
# XpFactor: 1.5
XpFactor: 7.2
SpawnYAdd: 15 /* drones shall always spawn 15meters above ground */
ParticleOnDeath: drone_explosion02
# TimeStayAfterDeath: 150
TimeStayAfterDeath: 300
LootListOnDeath: 151
/* Sound Setting */
SfxRandomTime: 50.0 /* It will play the roam every [X/2, X] seconds */
SfxRandom: Enemies/Drone/DroneSmall_SfxRandom
# SfxRandom: Enemies/Drone/ROBOTICMechMovement01
SfxAlertTime: 25.0 /* It will play the roam every [X/2, X] seconds*/
SfxAlert: Enemies/Drone/DroneSmall_SfxRandom
SfxHurt: Enemies/Drone/DroneSmall_SfxHurt
SfxDeath: Enemies/Drone/DroneSmall_SfxDeath
# SfxAlert: Enemies/Drone/MAGICSPELLPassingTunnelSci-FiFastRapidEcho
# SfxHurt: Enemies/Drone/ROBOTICShortBurst40StutterOut
# SfxDeath: Enemies/Drone/ROBOTICTransformationSweep01Down
MapIcon: map_EnemyEntityDot
AllowUserInstantiate: true
HudInfo: false
}
{ +Entity Name: DroneSmallFast01Stun, Ref: DroneSmallFast01Rocket
Mesh: Enemies/Drones/EnemyDroneBluePrefab
MeshDead: Enemies/Drones/EnemyDroneDamagedPrefab
HandItem: stunDroneSmall
ItemsOnEnterGame: stunDroneSmall
MaxHealth: 300
XpFactor: 0.6
LootListOnDeath: 150
AllowUserInstantiate: true
}
{ +Entity Name: DroneSmallFast01Minigun, Ref: DroneSmallFast01Rocket
Mesh: Enemies/Drones/EnemyDroneBluePrefab
MeshDead: Enemies/Drones/EnemyDroneDamagedPrefab
HandItem: minigunDroneSmall
ItemsOnEnterGame: minigunDroneSmall
LootListOnDeath: 150
AllowUserInstantiate: true
}
{ +Entity Name: DroneSmallFast01Plasma, Ref: DroneSmallFast01Minigun
Mesh: Enemies/Drones/EnemyDronePrefab
MeshDead: Enemies/Drones/EnemyDroneDamagedPrefab
MaxHealth: 1100
# XpFactor: 1.6
XpFactor: 8.6
LootListOnDeath: 153
HandItem: plasmaDroneSmall
ItemsOnEnterGame: plasmaDroneSmall
AllowUserInstantiate: false
}
{ +Entity Name: DroneSmallSlow01Minigun, Ref: DroneSmallFast01Rocket
Mesh: Enemies/Drones/EnemyDronePrefab
MeshDead: Enemies/Drones/EnemyDroneDamagedPrefab
HandItem: minigunDroneSmall
ItemsOnEnterGame: minigunDroneSmall
DroneType: SlowDrone
LootListOnDeath: 154
AllowUserInstantiate: false
}
{ +Entity Name: DroneSmallSlow01Cannon, Ref: DroneSmallSlow01Minigun
Mesh: Enemies/Drones/EnemyDronePrefab
MeshDead: Enemies/Drones/EnemyDroneDamagedPrefab
LootListOnDeath: 152
HandItem: cannonDroneSmall
ItemsOnEnterGame: cannonDroneSmall
AllowUserInstantiate: false
}
/* All large and double weapon drones are old drone models */
{ +Entity Name: DroneSmallSlow02Minigun, Ref: DroneSmallSlow01Minigun
Mesh: Enemies/Drones/DroneSmall02LODPrefab
MeshDead: Enemies/Drones/DroneSmallDmgPrefab
MaxHealth: 1100
# XpFactor: 1.6
XpFactor: 8.6
LootListOnDeath: 154
HandItem: minigunDoubleDroneSmall
ItemsOnEnterGame: minigunDoubleDroneSmall
AllowUserInstantiate: true
}
{ +Entity Name: DroneLargeSlow01Minigun, Ref: DroneSmallFast01Rocket
Mesh: Enemies/Drones/DroneLarge01LODPrefab
MeshDead: Enemies/Drones/DroneLargeDmgPrefab
DroneType: SlowDrone
MaxHealth: 1350
# XpFactor: 1.6
XpFactor: 10.2
HandItem: minigunDroneLarge
ItemsOnEnterGame: minigunDroneLarge
ParticleOnDeath: drone_explosion02
LootListOnDeath: 156
AllowUserInstantiate: false
}
{ +Entity Name: DroneLargeSlow01Plasma, Ref: DroneLargeSlow01Minigun
HandItem: plasmaDroneLarge
LootListOnDeath: 155
ItemsOnEnterGame: plasmaDroneLarge
AllowUserInstantiate: false
}
{ +Entity Name: DroneLargeSlow02Minigun, Ref: DroneLargeSlow01Minigun
Mesh: Enemies/Drones/DroneLarge02LODPrefab
MeshDead: Enemies/Drones/DroneLargeDmgPrefab
LootListOnDeath: 156
MaxHealth: 1350
# XpFactor: 1.7
XpFactor: 10.88
HandItem: minigunDoubleDroneLarge
ItemsOnEnterGame: minigunDoubleDroneLarge
}
{ +Entity Name: DroneLargeSlow02Cannon, Ref: DroneLargeSlow02Minigun
LootListOnDeath: 157
HandItem: cannonDoubleDroneLarge
ItemsOnEnterGame: cannonDoubleDroneLarge
}
{ +Entity Name: DroneLargeSlowGardian, Ref: DroneLargeSlow01Minigun
DroneType: GardianDrone
LootListOnDeath: 161
HandItem: minigunDoubleDroneLarge
ItemsOnEnterGame: minigunDoubleDroneLarge
MaxHealth: 10000
XpFactor: 69.7
}
{ Entity Name: DroneImmobile, Ref: DroneSmallFast01Rocket
Mesh: Enemies/Drones/DroneSmall01LODPrefab
MeshDead: Enemies/Drones/DroneSmallDmgPrefab
DroneType: ImmobileDrone
MaxHealth: 1000
XpFactor: 8.5
HandItem: plasmaDroneSmall
ItemsOnEnterGame: plasmaDroneSmall
Class: MeshDrone
Parent: EntityPhysics
ParticleOnDeath: drone_explosion02
LootListOnDeath: 16
AllowUserInstantiate: false
}
{ +Entity Name: DroneTroopsTransport
EntityType: TroopTransport
Faction: Zirax
#Mesh: Enemies/Drones/DroneTroopTransportPrefab
Mesh: Enemies/Drones/DroneTroopTransportAnimatedPrefab
# Mesh: Enemies/Drones/DroneTroopsTransport02Prefab
MeshDead: Enemies/Drones/DroneTroopTransportDestroyedPrefab
PoolCount: 2
SurfaceCategory: metal
ModelType: Custom
Prefab: Drone
Class: MeshDrone
Parent: Drones
AvatarController: MeshDroneAI
DroneType: TroopsTransportDrone
ViewAngle: 360
ViewRange: 1000
/* AI properties */
# AITask-1: DronePathPatrol
/* General properties */
HandItem: BombLauncherWeapon # dummy weapon
ItemsOnEnterGame: BombLauncherWeapon # dummy weapon
IsEnemy: true
MaxHealth: 20000
# XpFactor: 0.2
XpFactor: 5.8
SpawnYAdd: 15 /* drones shall always spawn 15meters above ground */
ParticleOnDeath: drone_explosion04
TimeStayAfterDeath: 300
# TimeStayAfterDeath: 150
LootListOnDeath: 16
/* Sound Setting */
SfxRandomTime: 50.0
SfxRandom: Enemies/Drone/DroneLarge_SfxRandom
SfxAlertTime: 25.0
SfxAlert: Enemies/Drone/DroneLarge_SfxRandom
SfxHurt: Enemies/Drone/DroneLarge_SfxHurt
SfxDeath: Enemies/Drone/DroneLarge_SfxDeath
MapIcon: map_EnemyEntityDot
AllowUserInstantiate: false
}
# obsolete - uses same model as other TT (however, is still used in scenarios)
{ Entity Name: DroneTroopsTransport01, Ref: DroneTroopsTransport
# Mesh: Enemies/Drones/DroneTroopTransportAnimatedPrefab
Mesh: Enemies/Drones/DroneTroopTransportPrefab
MeshDead: Enemies/Drones/DroneTroopTransportDestroyedPrefab
}
/* New large drones */
{ +Entity Name: EnemyDroneV2Minigun, Ref: DroneSmallFast01Rocket
Mesh: Enemies/Drones/EnemyDroneV2Prefab
MeshDead: Enemies/Drones/EnemyDroneV2DmgPrefab
MaxHealth: 7000
# XpFactor: 0.3
XpFactor: 8.7
DroneType: SlowDrone
HandItem: minigunDroneLarge
ItemsOnEnterGame: minigunDroneLarge
LootListOnDeath: 158
/* Sound Setting */
SfxRandomTime: 50.0
SfxRandom: Enemies/Drone/DroneLarge_SfxRandom
SfxAlertTime: 25.0
SfxAlert: Enemies/Drone/DroneLarge_SfxRandom
SfxHurt: Enemies/Drone/DroneLarge_SfxHurt
SfxDeath: Enemies/Drone/DroneLarge_SfxDeath
AllowUserInstantiate: true
}
{ +Entity Name: EnemyDroneV2Plasma, Ref: EnemyDroneV2Minigun
LootListOnDeath: 159
HandItem: plasmaDroneLarge
ItemsOnEnterGame: plasmaDroneLarge
}
# remove and ignore in code if not defined anymore
{ Entity Name: DroneSmallAttackBase, Ref: DroneSmallFast01Rocket
# HandItem: minigunDroneAttackBase
# ItemsOnEnterGame: minigunDroneAttackBase
MaxHealth: 2000
# XpFactor: 1
XpFactor: 9
LootListOnDeath: 150
AllowUserInstantiate: false
}
# remove and ignore in code if not defined anymore
{ Entity Name: DroneLargeAttackBase, Ref: EnemyDroneV2Minigun
Mesh: Enemies/Drones/EnemyDroneV2Prefab
MeshDead: Enemies/Drones/EnemyDroneV2DmgPrefab
HandItem: BaseAttackDroneWeapon
ItemsOnEnterGame: BaseAttackDroneWeapon
MaxHealth: 7000
# XpFactor: 0.3
XpFactor: 8.7
LootListOnDeath: 160
AllowUserInstantiate: true
}
# ======================================================================
# used for new base attack
# ======================================================================
# light drones
# ======================================================================
{ +Entity Name: DroneBaseAttackRocket, Ref: DroneSmallFast01Rocket
DroneType: FastDrone
HandItem: DroneBaseAttackRocketWeapon
ItemsOnEnterGame: DroneBaseAttackRocketWeapon
MaxHealth: 3500
XpFactor: 9
RpFactor: 0 # no reputation change for base attack entities
AllowUserInstantiate: true
}
{ +Entity Name: DroneBaseAttackMinigun, Ref: DroneSmallFast01Minigun
DroneType: FastDrone
HandItem: DroneBaseAttackMinigunWeapon
ItemsOnEnterGame: DroneBaseAttackMinigunWeapon
MaxHealth: 3500
XpFactor: 9
RpFactor: 0 # no reputation change for base attack entities
AllowUserInstantiate: true
}
# heavy drones
# ======================================================================
{ +Entity Name: DroneBaseAttackHeavyRocket, Ref: EnemyDroneV2Minigun
Mesh: Enemies/Drones/EnemyDroneV2RedPrefab
MeshDead: Enemies/Drones/EnemyDroneV2DmgPrefab
DroneType: SlowDrone
HandItem: DroneBaseAttackRocketWeapon
ItemsOnEnterGame: DroneBaseAttackRocketWeapon
MaxHealth: 5000
XpFactor: 9
RpFactor: 0 # no reputation change for base attack entities
AllowUserInstantiate: true
}
{ +Entity Name: DroneBaseAttackHeavyMinigun, Ref: EnemyDroneV2Minigun
Mesh: Enemies/Drones/EnemyDroneV2BluePrefab
MeshDead: Enemies/Drones/EnemyDroneV2DmgPrefab
DroneType: SlowDrone
HandItem: DroneBaseAttackMinigunWeapon
ItemsOnEnterGame: DroneBaseAttackMinigunWeapon
MaxHealth: 5000
XpFactor: 9
RpFactor: 0 # no reputation change for base attack entities
AllowUserInstantiate: true
}
# troop transport
# ======================================================================
{ +Entity Name: DroneTroopsTransportBaseAttack, Ref: DroneTroopsTransport
MaxHealth: 20000
XpFactor: 9
RpFactor: 0 # no reputation change for base attack entities
AllowUserInstantiate: false
}
{ +Entity Name: DroneTroopsTransportBaseAttackSmall, Ref: DroneTroopsTransportBaseAttack
}
# ======================================================================
{ +Entity Name: DroneBomberAttackBase
EntityType: EnemyDrone
Faction: Zirax
Mesh: Enemies/Drones/EnemyDroneBomberPrefab
MeshDead: Enemies/Drones/EnemyDroneBomberDmgPrefab
PoolCount: 10
SurfaceCategory: metal
ModelType: Custom
Prefab: Drone
Class: MeshDrone
Parent: Drones
AvatarController: Custom
DroneType: BomberDrone
ViewAngle: 360
ViewRange: 1000
/* AI properties */
#AITarget-1: DroneDetection, param1: "BA", param2: EntityShipSV
/* General properties */
HandItem: BombLauncherWeapon
ItemsOnEnterGame: BombLauncherWeapon
IsEnemy: true
MaxHealth: 10000
# XpFactor: 1.5
XpFactor: 7.2
SpawnYAdd: 15 /* drones shall always spawn 15meters above ground */
ParticleOnDeath: drone_explosion02
# TimeStayAfterDeath: 150
TimeStayAfterDeath: 300
LootListOnDeath: 160
/* Sound Setting */
SfxRandomTime: 50.0 /* It will play the roam every [X/2, X] seconds */
SfxRandom: Enemies/Drone/DroneSmall_SfxRandom
# SfxRandom: Enemies/Drone/ROBOTICMechMovement01
SfxAlertTime: 25.0 /* It will play the roam every [X/2, X] seconds*/
SfxAlert: Enemies/Drone/DroneSmall_SfxRandom
SfxHurt: Enemies/Drone/DroneSmall_SfxHurt
SfxDeath: Enemies/Drone/DroneSmall_SfxDeath
# SfxAlert: Enemies/Drone/MAGICSPELLPassingTunnelSci-FiFastRapidEcho
# SfxHurt: Enemies/Drone/ROBOTICShortBurst40StutterOut
# SfxDeath: Enemies/Drone/ROBOTICTransformationSweep01Down
MapIcon: map_EnemyEntityDot
AllowUserInstantiate: true
}
# ======================================================================
/* SPACE DRONES */
{ +Entity Name: SpaceDronePlasma
EntityType: EnemyDrone
Faction: Zirax
Mesh: Enemies/Drones/SpaceDroneLODPrefab
MeshDead: Enemies/Drones/SpaceDroneDmgPrefab
PoolCount: 10
/* General properties */
IsEnemy: true
SurfaceCategory: metal
DroneType: SpaceDrone
MaxHealth: 1500
# XpFactor: 2
XpFactor: 14
ModelType: Custom
Prefab: Drone
AvatarController: Custom
Class: DroneSpace
Parent: EntityPhysics
#UseProxy: true
HandItem: plasmaSpaceDrone
ItemsOnEnterGame: plasmaSpaceDrone
ViewAngle: 360
# ViewRange: 1000 Note : ViewRange is not defined here rather in DroneProperties
/* AI properties */
/*AITask-1: DroneFindTargetIfHurt*/
/*AITask-2: DroneAttackTarget*/
/* AITask-2: DroneHuntAfterLostDetection, param1: 10 */
/*AITask-3: DroneHuntAfterLostDetection, param1: 50*/
/*AITask-4: DroneRangePatrol, param1: 50*/
/*AITask-5: DronePathPatrol*/
/*AITask-6: DroneSentryPatrol*/
/*AITarget-1: DroneDetection, param1: "Player,Turret,SV,CV", param2: EntityShip*/
/* Sound Setting */
SfxRandomTime: 50.0
SfxRandom: Enemies/Drone/SwellsRushesAssortment_start
SfxAlertTime: 25.0
SfxAlert: Enemies/Drone/MAGICSPELLPassingTunnelSci-FiFastRapidEcho
# SfxSense: Enemies/Drone/MAGICSPELLPassingTunnelSci-FiFastRapidEcho
SfxHurt: Enemies/Drone/ROBOTICShortBurst40StutterOut
SfxDeath: Enemies/Drone/ROBOTICTransformationSweep01Down
ParticleOnDeath: drone_explosion02
TimeStayAfterDeath: 300
LootListOnDeath: 42
MapIcon: map_EnemyEntityDot
HudInfo: false
}
{ +Entity Name: SpaceDroneLaser, Ref: SpaceDronePlasma
Mesh: Enemies/Drones/SpaceDrone02LODPrefab
MaxHealth: 2000
# XpFactor: 2
XpFactor: 18
DroneType: SpaceDroneHard
HandItem: laserSpaceDrone
ItemsOnEnterGame: laserSpaceDrone
AllowUserInstantiate: true
}
{ +Entity Name: SpaceDroneKrielLaser, Ref: SpaceDronePlasma
Mesh: Enemies/Drones/KrielDronePrefab
MeshDead: Enemies/Drones/KrielDroneDmgPrefab
Faction: Kriel
MaxHealth: 2000
# XpFactor: 2
XpFactor: 18
DroneType: SpaceDroneHard
HandItem: laserSpaceDrone
ItemsOnEnterGame: laserSpaceDrone
AllowUserInstantiate: true
}
{ +Entity Name: SpaceDronePolarisLaser, Ref: SpaceDronePlasma
Mesh: Enemies/Drones/PolarisDrone02Prefab
MeshDead: Enemies/Drones/PolarisDrone02DestroyedPrefab
Faction: Polaris
MaxHealth: 3000
# XpFactor: 2
XpFactor: 18
DroneType: SpaceDroneHard
HandItem: laserSpaceDrone
ItemsOnEnterGame: laserSpaceDrone
AllowUserInstantiate: true
}
{ +Entity Name: SpaceDroneTraderLaser, Ref: SpaceDronePlasma
Mesh: Enemies/Drones/PolarisDrone04Prefab
MeshDead: Enemies/Drones/PolarisDrone04DestroyedPrefab
Faction: Trader
MaxHealth: 2000
# XpFactor: 2
XpFactor: 18
DroneType: SpaceDroneHard
HandItem: laserSpaceDrone
ItemsOnEnterGame: laserSpaceDrone
AllowUserInstantiate: true
}
{ +Entity Name: SpaceDroneLegacyLaser, Ref: SpaceDronePlasma
Mesh: Enemies/Drones/LegacyDroneCrabPrefab
MeshDead: Enemies/Drones/LegacyDroneCrabDmgPrefab
Faction: TheLegacy
MaxHealth: 4000
# XpFactor: 2
XpFactor: 18
DroneType: SpaceDroneHard
HandItem: laserSpaceDrone
ItemsOnEnterGame: laserSpaceDrone
AllowUserInstantiate: true
}
{ +Entity Name: SpaceDroneBattered01, Ref: SpaceDronePlasma
Mesh: Enemies/Drones/PolarisDrone02BatteredPrefab
MeshDead: Enemies/Drones/PolarisDrone02DestroyedPrefab
Faction: Pirates
MaxHealth: 1000
# XpFactor: 2
XpFactor: 10
DroneType: SpaceDroneHard
HandItem: laserSpaceDrone
ItemsOnEnterGame: laserSpaceDrone
AllowUserInstantiate: true
}
{ +Entity Name: SpaceDroneBattered02, Ref: SpaceDronePlasma
Mesh: Enemies/Drones/PolarisDrone04BatteredPrefab
MeshDead: Enemies/Drones/PolarisDrone04DestroyedPrefab
Faction: Pirates
MaxHealth: 1000
# XpFactor: 2
XpFactor: 10
DroneType: SpaceDroneHard
HandItem: laserSpaceDrone
ItemsOnEnterGame: laserSpaceDrone
AllowUserInstantiate: true
}
{ +Entity Name: FarDrone
EntityType: EnemyDrone
Mesh: Enemies/Drones/FarDronePrefab
MeshDead: Enemies/Drones/FarDronePrefab
PoolCount: 10
/* General properties */
IsEnemy: true
Prefab: FarDrone
DroneType: FarDrone
#MaxHealth: 1500
#ModelType: Custom
#Prefab: Drone
#AvatarController: Custom
Class: FarDrone
Parent: EntityPhysics
MapIcon: map_EnemyEntityDot
HudInfo: false
}
## ==================================================
## TEMPLATES
## ==================================================
{ +Entity Name: CivilianTemplate
/* Class properties */
EntityType: Civilian
Faction: Polaris
ModelType: NoRagdoll
Prefab: AlienHumanoid
Class: Enemy
Parent: Traders # hierarchy in scene unity -> Traders
IsEnemy: false
AvatarController: Enemy
RotateSpeedMovement: 180
/* Determines particle effect */
SurfaceCategory: alien
/* General entity properties */
ViewAngle: 180
Weight: 100
TimeStayAfterDeath: 120 /* sec */
FadingEnabled: true
AllowUserInstantiate: false
PoolCount: 10
/* AI properties */
AITask-1: FleeOnHurt
AITask-2: Wander, param1: true /* param1: if set to true use indoor pathing */
WanderSpeed: 0.2
}
{ +Entity Name: CivilianTemplateStatic
/* Class properties */
EntityType: Civilian
Faction: Polaris
ModelType: NoRagdoll
Prefab: AlienHumanoid
Class: Enemy
Parent: Traders # hierarchy in scene unity -> Traders
IsEnemy: false
AvatarController: Enemy
RotateSpeedMovement: 180
/* Determines particle effect */
SurfaceCategory: alien
/* General entity properties */
ViewAngle: 180
Weight: 100
TimeStayAfterDeath: 120 /* sec */
FadingEnabled: true
AllowUserInstantiate: false
PoolCount: 10
/* AI properties */
AITask-1: FleeOnHurt
#AITask-2: Wander, param1: true /* param1: if set to true use indoor pathing */
#WanderSpeed: 0.2
}
{ +Entity Name: PredatorTemplate
/* Class properties */
Faction: Predator
ModelType: NoRagdoll
Prefab: Alien
Class: Enemy
Parent: Enemies
IsEnemy: true
AvatarController: Enemy
/* Determines particle effect */
SurfaceCategory: human
/* AI properties */
AITask-1: Swim
AITask-2: ApproachAttack, param1: EntityPlayer
AITask-3: ApproachSpot
AITask-4: Wander
AITarget-1: OnHurt, param1: Player
AITarget-2: Entity, param1: Player, param2: false /* false: do not attack when in a SV */
/* General entity properties */
ViewAngle: 270
Weight: 100
TimeStayAfterDeath: 120 /* sec */
FadingEnabled: true
AllowUserInstantiate: false
}
# All "intelligent" NPCs that have a ranged attack
{ +Entity Name: AlienTemplate
/* Class properties */
Faction: Zirax
ModelType: NoRagdoll
Prefab: Alien
Class: Enemy
Parent: Enemies
IsEnemy: true
AvatarController: Enemy
/* Determines particle effect */
SurfaceCategory: human
/* AI properties */
AITask-1: Swim
AITask-2: ApproachAttack, param1: EntityPlayer
AITask-3: ApproachSpot
AITask-4: Wander
AITarget-1: OnHurt, param1: Player
AITarget-2: Entity, param1: Player, param2: true /* param2: attack even if in a SV, CV, etc */
/* General entity properties */
ViewAngle: 270
Weight: 100
TimeStayAfterDeath: 120 /* sec */
FadingEnabled: true
AllowUserInstantiate: false
}
{ +Entity Name: TraderTemplate
/* Class properties */
Faction: Trader
ModelType: NoRagdoll
Prefab: AlienTrader
Class: Enemy
Parent: Traders # hierarchy in scene unity -> Traders
IsEnemy: false
AvatarController: Enemy
/* Determines particle effect */
SurfaceCategory: alien
/* General entity properties */
ViewAngle: 180
Weight: 100
TimeStayAfterDeath: 600 /* sec */
FadingEnabled: true
AllowUserInstantiate: false
}
{ +Entity Name: AssaultCyborgTemplate
/* Class properties */
EntityType: Cyborg
Faction: Polaris
ModelType: NoRagdoll
Prefab: AlienHumanoid
Class: Enemy
Parent: Traders # hierarchy in scene unity -> Traders
IsEnemy: false
AvatarController: Enemy
/* Determines particle effect */
SurfaceCategory: metal
/* General entity properties */
ViewAngle: 180
Weight: 100
TimeStayAfterDeath: 120 /* sec */
FadingEnabled: true
AllowUserInstantiate: false
}
{ +Entity Name: PreyTemplateAttack
/* Class properties */
Faction: Prey
ModelType: NoRagdoll
Prefab: Alien
EntityType: Animal
Class: Animal
Parent: Enemies
IsEnemy: false
AvatarController: Enemy
/* Determines particle effect */
SurfaceCategory: human
/* AI properties */
AITask-1: Swim
AITask-2: ApproachAttack
AITask-3: ApproachSpot
AITask-4: Wander
AITarget-1: OnHurt, param1: Player
# AITarget-2: Entity, param1: Player
/* General entity properties */
ViewAngle: 270
Weight: 100
TimeStayAfterDeath: 120 /* sec */
FadingEnabled: true
AllowUserInstantiate: false
}
{ +Entity Name: PreyTemplateFlee
/* Class properties */
Faction: Prey
ModelType: NoRagdoll
Prefab: Alien
EntityType: Animal
Class: Animal
Parent: Enemies
IsEnemy: false
AvatarController: Enemy
/* Determines particle effect */
SurfaceCategory: human
/* AI properties */
AITask-1: Swim
AITask-2: FleeOnHurt
/* AITask-3: RunawayFromEntity, param1: EntityPlayer */
AITask-3: Wander
/* General entity properties */
ViewAngle: 270
Weight: 100
TimeStayAfterDeath: 120 /* sec */
FadingEnabled: true
AllowUserInstantiate: false
}
## ============================================
## ============ TEMPLATES AI NEW =============
## ============================================
{ +Entity Name: PreyBAITemplate
/* Class properties */
Faction: Prey
ModelType: NoRagdoll
Prefab: Alien
EntityType: Animal
Class: BehaviorAI
Parent: Enemies
IsEnemy: false
AvatarController: BAIAnimalBase
/* Determines particle effect */
SurfaceCategory: human
/* General entity properties */
ViewAngle: 270
Weight: 100
MaxHealth: 60
TimeStayAfterDeath: 120 /* sec */
FadingEnabled: true
UpdateClusterInfo: true
AllowUserInstantiate: false
{ Child TargetSensor
AttackableTypes: "Player"
}
{ Child GroupDirectionSensor
TickIfLead: true
TimeBetweeenTicks: 0.2
ScanElevation:true
ScanWater:true
}
PoolCount: 10
}
{ +Entity Name: PredatorBAITemplate
/* Class properties */
Faction: Predator
ModelType: NoRagdoll
Prefab: Alien
Parent: Enemies
IsEnemy: true
EntityType: Animal
Class: BehaviorAI
AvatarController: BAIAnimalBase
/* Determines particle effect */
SurfaceCategory: human
/* General entity properties */
Weight: 100
TimeStayAfterDeath: 120 /* sec */
FadingEnabled: true
UpdateClusterInfo: true
AllowUserInstantiate: false
{ Child TargetSensor
AttackableTypes: "Player,HV,PlayerBike"
}
{ Child GroupDirectionSensor
TickIfLead: true
TimeBetweeenTicks: 0.2
ScanElevation:true
ScanWater:true
}
PoolCount: 10
}
{ +Entity Name: AlienTemplateBAI
/* Class properties */
Faction: Zirax
ModelType: NoRagdoll
Prefab: Alien
Class: BehaviorAI
AvatarController: BAIAnimalBase
Parent: Enemies
IsEnemy: true
RotateSpeedMovement: 180
/* Determines particle effect */
SurfaceCategory: human
/* General entity properties */
ViewAngle: 270
Weight: 100
TimeStayAfterDeath: 120 /* sec */
FadingEnabled: true
AllowUserInstantiate: false
PoolCount: 10
}
## ==================================================
## ============= Templates - END ===================
## ==================================================
## ========================= Predators - Aggressive Creatures =========================
{ +Entity Name: Spinosaurus, Ref: PredatorTemplate
Mesh: Enemies/Spinosaurus/SpinosaurusPrefab
MeshDead: Enemies/Spinosaurus/SpinosaurusDeadPrefab
HeadTransform: head
/* General entity properties */
MaxHealth: 600
XpFactor: 2
HandItem: MeleeSpinosaurus
RotateToGround: true
WanderSpeed: 0.3
ApproachSpeed: 1.3
NightWanderSpeed: 0.3
NightApproachSpeed: 1.3
PanicSpeed: 1.8
/* Determines particle effect */
SurfaceCategory: human
/* Sound settings */
SoundRandomTime: 30.0 /* It will play the roam every X / 2 seconds */
SoundRandom: Enemies/Spinosaurus/DinosaurDesign
SoundAlertTime: 25.0 /* It will play the roam every X / 2 seconds*/
SoundAlert: Enemies/Spinosaurus/Detection
# SoundSense: Enemies/Spinosaurus/Detection
SoundHurt: Enemies/Megalonops/MONSTERDeepHurtSubtle(mono)
SoundDeath: Enemies/Megalonops/RoarScream08
LootListOnDeath: 10
FadingEnabled: false # disabled otherwise problems with switching to DeadMesh
AllowUserInstantiate: true
}
## ==================================================
# { +Entity Name: GolemDesert, Ref: PredatorTemplate
# Mesh: Enemies/Golem2/Golem2Prefab
# # HeadTransform: Spine_bone3
# HeadTransform: Head
# Prefab: AlienLarge
# Faction: Alien
# /* General entity properties */
# MaxHealth: 1500
# # XpFactor: 1.5
# XpFactor: 10.5
# # RightHandJointName: R_Hand_bone1
# # ItemsOnEnterGame: SpiderRangedWeapon
# HandItem: MeleeGolem2
# RotateToGround: false
# RotateSpeed: 10
# WanderSpeed: 0.15
# ApproachSpeed: 0.9
# NightWanderSpeed: 0.15
# NightApproachSpeed: 0.9
# PanicSpeed: 0.9
# /* Determines particle effect */
# SurfaceCategory: stone
# SfxRandomTime: 50.0
# # SfxRandom: Enemies/Golem2/MONSTERGrowlDeep08aShort
# SfxRandom: Enemies/GolemDesert/GolemDesert_SfxRandom
# SfxAlertTime: 25.0
# # SfxAlert: Enemies/Golem2/MONSTERGrowlDeep08aShort
# SfxAlert: Enemies/GolemDesert/GolemDesert_SfxRandom
# # SfxSense: Enemies/Golem2/MONSTERGrowlDeep08aShort
# # SfxHurt: Enemies/Golem2/MONSTERGrowlDeep07Short
# SfxHurt: Enemies/GolemDesert/GolemDesert_SfxHurt
# # SfxDeath: Enemies/Golem2/RoarScream07
# SfxDeath: Enemies/GolemDesert/GolemDesert_SfxDeath
# LootListOnDeath: 27
# UpdateClusterInfo: true
# AllowUserInstantiate: true
# AllowInSpawners: true
# FadingEnabled: false # otherwise problems when switching to dead model
# }
# { +Entity Name: GolemIce, Ref: GolemDesert
# Mesh: Enemies/Golem2/Golem2IcePrefab
# Prefab: AlienLarge
# MaxHealth: 1700
# XpFactor: 11.7
# /* Sound settings */
# SfxRandomTime: 50.0
# SfxRandom: Enemies/GolemIce/GolemIce_SfxRandom
# SfxAlertTime: 25.0
# SfxAlert: Enemies/GolemIce/GolemIce_SfxRandom
# SfxHurt: Enemies/GolemIce/GolemIce_SfxHurt
# SfxDeath: Enemies/GolemIce/GolemIce_SfxDeath
# # HandItem: MeleeGolem2 # add own attack
# LootListOnDeath: 6
# }
# { +Entity Name: GolemSwamp, Ref: GolemDesert
# Mesh: Enemies/Golem2/Golem2SwampPrefab
# MeshDead: Enemies/Golem2/Golem2SwampDeadPrefab
# Prefab: AlienLarge
# /* Determines particle effect */
# SurfaceCategory: human
# MaxHealth: 2500
# XpFactor: 16.5
# # HandItem: MeleeGolem2 # add own attack
# LootListOnDeath: 5
# }
{ Entity Name: PlantMonster, Ref: PredatorTemplate
Mesh: Enemies/PlantMonster/PlantMonsterPrefab
MeshDead: Enemies/PlantMonster/PlantMonsterDeadPrefab
HeadTransform: Neck_bone26
Prefab: AlienHumanoid
# Faction: Alien
Faction: Alien
/* General entity properties */
MaxHealth: 600
# XpFactor: 1.2
XpFactor: 4.08
HandItem: MeleePlantMonster
RotateToGround: false
WanderSpeed: 0.2
ApproachSpeed: 0.9
NightWanderSpeed: 0.2
NightApproachSpeed: 0.9
PanicSpeed: 0.55
/* Determines particle effect */
SurfaceCategory: human
SfxRandomTime: 50.0
# SfxRandom: Enemies/PlantMonster/CritterSFX-Long_6
SfxRandom: Enemies/PlantMonster/PlantMonster_SfxRandom
SfxAlertTime: 25.0
# SfxAlert: Enemies/PlantMonster/CritterSFX-Long_5
SfxAlert: Enemies/PlantMonster/PlantMonster_SfxRandom
# SfxSense: Enemies/PlantMonster/CritterSFX-Long_5
SfxHurt: Enemies/PlantMonster/PlantMonster_SfxHurt
SfxDeath: Enemies/PlantMonster/PlantMonster_SfxDeath
LootListOnDeath: 30
UpdateClusterInfo: true
AllowUserInstantiate: false
AllowInSpawners: false
FadingEnabled: false # disabled otherwise problems with switching to DeadMesh
}
# Remove after save game break
{ +Entity Name: CaveWormGreyOld, Ref: PredatorTemplate
Mesh: Enemies/CaveWorm/CaveWormGreyPrefab
MeshDead: Enemies/CaveWorm/CaveWormGreyDeadPrefab
# HeadTransform: "Creature:head"
HeadTransform: Head
/* General entity properties */
MaxHealth: 600
# XpFactor: 1.5
XpFactor: 5.1
HandItem: MeleeCaveWorm
RotateToGround: true
WanderSpeed: 0.3
ApproachSpeed: 1.1
NightWanderSpeed: 0.3
NightApproachSpeed: 1.1
PanicSpeed: 1.8
/* Determines particle effect */
SurfaceCategory: human
/* Sound settings */
SfxRandomTime: 50.0
SfxRandom: Enemies/CaveWorm/CritterSFX-Long_2
SfxAlertTime: 25.0
SfxAlert: Enemies/CaveWorm/CritterSFX-Short
# SfxSense: Enemies/CaveWorm/CritterSFX-Short_6
SfxHurt: Enemies/CaveWorm/hurt
SfxDeath: Enemies/CaveWorm/CritterSFX-Long
LootListOnDeath: 20
UpdateClusterInfo: true
AllowUserInstantiate: false
AllowInSpawners: false
FadingEnabled: false # otherwise problems when switching to dead model
}
## ==================================================
{ +Entity Name: WoodWalker, Ref: PredatorTemplate
Mesh: Enemies/WoodWalker/WoodWalkerPrefab
# HeadTransform: Spine_bone3
HeadTransform: Head
Faction: Alien
Prefab: AlienLarge
MaxHealth: 1000
XpFactor: 7.5
HandItem: MeleeWoodWalker
WanderSpeed: 0.2
ApproachSpeed: 1.0
NightWanderSpeed: 0.2
NightApproachSpeed: 1.0
PanicSpeed: 0.9
/* Determines particle effect */
SurfaceCategory: wood
SfxRandomTime: 50.0
# SfxRandom: Enemies/Golem2/MONSTERGrowlDeep08aShort
SfxRandom: Enemies/GolemDesert/GolemDesert_SfxRandom
SfxAlertTime: 25.0
# SfxAlert: Enemies/Golem2/MONSTERGrowlDeep08aShort
SfxAlert: Enemies/GolemDesert/GolemDesert_SfxRandom
# SfxSense: Enemies/Golem2/MONSTERGrowlDeep08aShort
# SfxHurt: Enemies/Golem2/MONSTERGrowlDeep07Short
SfxHurt: Enemies/GolemDesert/GolemDesert_SfxHurt
# SfxDeath: Enemies/Golem2/RoarScream07
SfxDeath: Enemies/GolemDesert/GolemDesert_SfxDeath
LootListOnDeath: 7
AllowUserInstantiate: true
AllowInSpawners: false
}
## ==================================================
{ +Entity Name: Hexapod, Ref: PredatorTemplate
Mesh: Enemies/HexapodPrefab
MeshDead: Enemies/HexapodDeadPrefab
HeadTransform: Head
Prefab: AlienHumanoid
Faction: Kriel
ViewAngle: 180
MaxHealth: 1000
# XpFactor: 1.2
XpFactor: 6
HandItem: MeleeHexapod
RotateToGround: false
WanderSpeed: 0.4
ApproachSpeed: 1.2
NightWanderSpeed: 0.4
NightApproachSpeed: 1.2
PanicSpeed: 1.2
/* Determines particle effect */
SurfaceCategory: human
/* Sound settings */
SfxRandomTime: 50.0
SfxRandom: Enemies/Hexapod/Hexapod_SfxRandom
SfxAlertTime: 25.0
SfxAlert: Enemies/Hexapod/Hexapod_SfxRandom
SfxHurt: Enemies/Hexapod/Hexapod_SfxHurt
SfxDeath: Enemies/Hexapod/Hexapod_SfxDeath
LootListOnDeath: 29
UpdateClusterInfo: true
AllowUserInstantiate: true
AllowInSpawners: true
FadingEnabled: false # disabled otherwise problems with switching to DeadMesh
}
# { +Entity Name: Otyugh, Ref: PredatorTemplate
# Mesh: Enemies/Otyugh/OtyughPrefab
# MeshDead: Enemies/Otyugh/OtyughDeadPrefab
# # HeadTransform: Tail_bone7_end_effector
# HeadTransform: Head
# /* General entity properties */
# MaxHealth: 800
# # XpFactor: 1.3
# XpFactor: 5.46
# HandItem: MeleeOtyugh
# RotateToGround: true
# WanderSpeed: 0.4
# ApproachSpeed: 1.1
# NightWanderSpeed: 0.4
# NightApproachSpeed: 1.1
# PanicSpeed: 1.8
# /* Determines particle effect */
# SurfaceCategory: human
# SfxRandomTime: 50.0
# # SfxRandom: Enemies/Otyugh/LizardCreature04
# SfxRandom: Enemies/Otyugh/Otyugh_SfxRandom
# SfxAlertTime: 25.0
# # SfxAlert: Enemies/Otyugh/LizardCreature04
# SfxAlert: Enemies/Otyugh/Otyugh_SfxRandom
# SfxHurt: Enemies/Otyugh/Otyugh_SfxHurt
# # SfxHurt: Enemies/Otyugh/MONSTERDeepHurtSubtle
# SfxDeath: Enemies/Otyugh/Otyugh_SfxDeath
# # SfxDeath: Enemies/Otyugh/MonsterScreams05
# LootListOnDeath: 20
# FadingEnabled: false # disabled otherwise problems with switching to DeadMesh
# UpdateClusterInfo: true
# AllowUserInstantiate: true
# AllowInSpawners: true
# }
## ========================= Alien Faction - Primitive =========================
## ========================= Alien Faction - Advanced =========================
{ +Entity Name: TurretRobotV2, Ref: AlienTemplate
Mesh: Enemies/Robots/TurretRobotNewPrefab
MeshDead: Enemies/Robots/TurretRobotNewDmgPrefab
HeadTransform: Head
Faction: Zirax
/* General entity properties */
MaxHealth: 500
XpFactor: 2.6
ItemsOnEnterGame: minigunTurretRobot
RightHandJointName: Gunjoint
RotateToGround: true
WanderSpeed: 0.15
ApproachSpeed: 0.3
NightWanderSpeed: 0.15
NightApproachSpeed: 0.3
PanicSpeed: 0.3
/* Determines particle effect */
SurfaceCategory: metal
ParticleOnDeath: drone_explosion
SfxRandomTime: 50.0
SfxRandom: Enemies/ArmoredGolem/mechanical_001
SfxAlertTime: 25.0
SfxAlert: Enemies/ArmoredGolem/mechanical_004
# SfxSense: Enemies/ArmoredGolem/mechanical_004
SfxHurt: Enemies/ArmoredGolem/skratch13
SfxDeath: Enemies/ArmoredGolem/SwellsRushesAssortment_dead
LootListOnDeath: 15
FadingEnabled: false
UpdateClusterInfo: true
AllowUserInstantiate: true
AllowInSpawners: true
JumpHeight: 0
StepHeight: 0.25
}
# TurretRobotNew obsolete. needed only for old entity spawners
{ Entity Name: TurretRobotNew, Ref: TurretRobotV2
AllowUserInstantiate: false
AllowInSpawners: false
}
## ==================================================
# delete
{ Entity Name: ArmoredGolemOld, Ref: PredatorTemplate
Mesh: Enemies/ArmoredGolem/ArmoredGolemPrefab
MeshDead: Enemies/ArmoredGolem/ArmoredGolemDeadPrefab
# HeadTransform: ArmoredGolemHead
HeadTransform: Head
Prefab: AlienLarge
Faction: Zirax
/* General entity properties */
ViewAngle: 120
MaxHealth: 5000
# XpFactor: 1
XpFactor: 21
HandItem: MeleeArmoredGolem
RotateToGround: false
RotateSpeed: 5
WanderSpeed: 0.35
ApproachSpeed: 0.7
NightWanderSpeed: 0.35
NightApproachSpeed: 0.7
PanicSpeed: 0.9
/* This decides on the particle effect played on hit */
SurfaceCategory: metal
ParticleOnDeath: drone_explosion
/* Sound settings */
SfxRandomTime: 50.0
# SfxRandom: Enemies/ArmoredGolem/SwellsRushesAssortment_start
SfxRandom: Enemies/ArmoredGolem/ArmoredGolem_SfxRandom
SfxAlertTime: 25.0
# SfxAlert: Enemies/ArmoredGolem/SwellsRushesAssortment_start
SfxAlert: Enemies/ArmoredGolem/ArmoredGolem_SfxRandom
# SfxSense: Enemies/ArmoredGolem/SwellsRushesAssortment_start
# SfxHurt: Enemies/ArmoredGolem/skratch13
SfxHurt: Enemies/ArmoredGolem/ArmoredGolem_SfxHurt
# SfxDeath: Enemies/ArmoredGolem/SwellsRushesAssortment_dead
SfxDeath: Enemies/ArmoredGolem/ArmoredGolem_SfxDeath
LootListOnDeath: 46
FadingEnabled: false
UpdateClusterInfo: true
AllowUserInstantiate: false
AllowInSpawners: false
}
## ==================================================
{ Entity Name: AssaultMech, Ref: ArmoredGolemOld
Mesh: Enemies/AssaultMechPrefab
MeshDead: Enemies/AssaultMechDamagedPrefab
HeadTransform: Head
ItemsOnEnterGame: AssaultMechWeapon
RightHandJointName: assault_mech_Chest
# RightHandJointName: assault_mech_RightForeArmWeapon
RotateToGround: false
RotateSpeed: 6
/* General entity properties */
ViewAngle: 120
WanderSpeed: 0.2
ApproachSpeed: 0.5
NightWanderSpeed: 0.2
NightApproachSpeed: 0.5
PanicSpeed: 0.3
UpdateClusterInfo: true
AllowUserInstantiate: false
AllowInSpawners: false
}
## ========================= TALON =========================
# ============== Normal Wander Behavior ==============
{ +Entity Name: TalonGuardianOld
/* Class properties */
Faction: Talon
ModelType: NoRagdoll
Prefab: AlienHumanoid
EntityType: Animal
Class: Enemy
Parent: Enemies
IsEnemy: false
AvatarController: Enemy
/* Determines particle effect */
SurfaceCategory: human
/* AI properties */
AITask-1: Swim
AITask-2: ApproachAttack
AITask-3: ApproachSpot
AITask-4: Wander
# AITarget-1: OnHurt, param1: Player
AITarget-1: Entity, param1: Player
Mesh: Enemies/TalonGuardian/TalonGuardianGreenPrefab
MeshDead: Enemies/TalonGuardian/TalonGuardianGreenDeadPrefab
HeadTransform: Bip01_Head
/* General entity properties */
ViewAngle: 270
Weight: 100
MaxHealth: 700
# XpFactor: 2
XpFactor: 7.6
HandItem: MeleeTalonGuardian
RotateToGround: false
WanderSpeed: 0.1
ApproachSpeed: 0.9
NightWanderSpeed: 0.1
NightApproachSpeed: 0.9
PanicSpeed: 0.9
/* Sound settings */
SfxRandomTime: 50.0
SfxRandom: Enemies/TalonGuardian/TalonGuardian_SfxRandom
SfxAlertTime: 25.0
SfxAlert: Enemies/TalonGuardian/TalonGuardian_SfxRandom
SfxHurt: Enemies/TalonGuardian/TalonGuardian_SfxHurt
SfxDeath: Enemies/TalonGuardian/TalonGuardian_SfxDeath
LootListOnDeath: 8
TimeStayAfterDeath: 120 /* sec */
FadingEnabled: false # otherwise problems when switching to dead model
UpdateClusterInfo: true /* If this entity can move on cluster other than terrain */
AllowUserInstantiate: true
AllowInSpawners: false
}
{ +Entity Name: TalonGuardianBlueOld, Ref: TalonGuardianOld
Mesh: Enemies/TalonGuardian/TalonGuardianBluePrefab
MeshDead: Enemies/TalonGuardian/TalonGuardianBlueDeadPrefab
}
{ +Entity Name: TalonGuardianRedOld, Ref: TalonGuardianOld
Mesh: Enemies/TalonGuardian/TalonGuardianRedPrefab
MeshDead: Enemies/TalonGuardian/TalonGuardianRedDeadPrefab
}
{ +Entity Name: TalonGuardianCrossbowOld, Ref: TalonGuardianOld
Mesh: Enemies/TalonGuardian/TalonGuardianCrossbowPrefab
MeshDead: Enemies/TalonGuardian/TalonGuardianRedDeadPrefab
ItemsOnEnterGame: TalonCrossbowWeapon
RightHandJointName: Bip01_R_Hand
}
# ============== Sentinels ==============
# Normal Sentinel
{ +Entity Name: TalonSentinelRed, Ref: TalonGuardianOld
Mesh: Enemies/TalonGuardian/TalonGuardianRedPrefab
MeshDead: Enemies/TalonGuardian/TalonGuardianRedDeadPrefab
AllowInSpawners: true
AITask-1: ApproachAttack
AITask-2: ApproachSpot
AITask-3: ReturnHome
AITask-4: ""
}
# Sentinel with Crossbow
{ +Entity Name: TalonSentinelCrossbow, Ref: TalonGuardianOld
Mesh: Enemies/TalonGuardian/TalonGuardianCrossbowPrefab
MeshDead: Enemies/TalonGuardian/TalonGuardianRedDeadPrefab
ItemsOnEnterGame: TalonCrossbowWeapon
RightHandJointName: Bip01_R_Hand
AllowInSpawners: true
AITask-1: ApproachAttack
AITask-2: ApproachSpot
AITask-3: ReturnHome
AITask-4: ""
}
# Sentinel with Crossbow
# Obsolete (used in old POIs)
{ Entity Name: TalonSentinel, Ref: TalonGuardianOld
Mesh: Enemies/TalonGuardian/TalonGuardianCrossbowPrefab
MeshDead: Enemies/TalonGuardian/TalonGuardianRedDeadPrefab
ItemsOnEnterGame: TalonCrossbowWeapon
RightHandJointName: Bip01_R_Hand
AITask-1: ApproachAttack
AITask-2: ApproachSpot
AITask-3: ReturnHome
AITask-4: ""
AllowUserInstantiate: false
AllowInSpawners: false
}
# ============== Special Talon ==============
{ +Entity Name: TalonChief, Ref: TalonGuardianOld
Mesh: Enemies/TalonGuardian/TalonChiefPrefab
MeshDead: Enemies/TalonGuardian/TalonChiefDeadPrefab
AllowInSpawners: true
AITask-1: ApproachAttack
AITask-2: ApproachSpot
AITask-3: ReturnHome
AITask-4: ""
RpFactor: 2
}
# ============== Groups ==============
{ +Entity Name: TalonGuardianLeaderOld, Ref: TalonGuardianOld
Mesh: Enemies/TalonGuardian/TalonGuardianCrossbowPrefab
MeshDead: Enemies/TalonGuardian/TalonGuardianRedDeadPrefab
ItemsOnEnterGame: TalonCrossbowWeapon
RightHandJointName: Bip01_R_Hand
# Mesh: Enemies/TalonGuardian/TalonGuardianRedPrefab
# MeshDead: Enemies/TalonGuardian/TalonGuardianRedDeadPrefab
AITask-1: ApproachAttack
AITask-2: WanderDistance
AITask-3: ""
AITarget-1: Entity, param1: Player
AllowUserInstantiate: false
AllowInSpawners: false
}
{ +Entity Name: TalonGuardianGroupOld, Ref: TalonGuardianOld
Mesh: Enemies/TalonGuardian/TalonGuardianBluePrefab
MeshDead: Enemies/TalonGuardian/TalonGuardianBlueDeadPrefab
AITask-1: ApproachAttack
AITask-2: FollowLeader
AITask-3: Wander
AITarget-1: Entity, param1: Player
AllowUserInstantiate: false
AllowInSpawners: false
}
{ +Entity Name: TalonGuardianCrossbowGroupOld, Ref: TalonGuardianOld
Mesh: Enemies/TalonGuardian/TalonGuardianCrossbowPrefab
MeshDead: Enemies/TalonGuardian/TalonGuardianRedDeadPrefab
ItemsOnEnterGame: TalonCrossbowWeapon
RightHandJointName: Bip01_R_Hand
AITask-1: ApproachAttack
AITask-2: FollowLeader
AITask-3: Wander
AITarget-1: Entity, param1: Player
AllowUserInstantiate: false
AllowInSpawners: false
}
## ==================================================
/*
{ +Entity Name: Triceratops, Ref: PreyTemplateAttack
/* Mesh and class properties */
/*Mesh: Enemies/Triceratops/TriceratopsPrefab
MeshDead: Enemies/Triceratops/TriceratopsDeadPrefab
HeadTransform: head
/* General entity properties */
/*MaxHealth: 2000
# XpFactor: 0.5
XpFactor: 4.5
HandItem: MeleeTriceratops
RotateToGround: true
RotateSpeed: 10
WanderSpeed: 0.2
ApproachSpeed: 1.7
NightWanderSpeed: 0.2
NightApproachSpeed: 1.7
PanicSpeed: 1.8
RotateSpeedMovement: 60
/* Determines particle effect */
/*SurfaceCategory: human
/* Sound settings */
/*SfxRandomTime: 50.0
SfxRandom: Enemies/Triceratops/Triceratops_SfxRandom
SfxAlertTime: 25.0
SfxAlert: Enemies/Triceratops/Triceratops_SfxRandom
SfxHurt: Enemies/Triceratops/Triceratops_SfxHurt
SfxDeath: Enemies/Triceratops/Triceratops_SfxDeath
LootListOnDeath: 31
AllowUserInstantiate: true
FadingEnabled: false # otherwise problems when switching to dead model
}*/
/*
{ +Entity Name: TriceratopsBaby, Ref: Triceratops
Mesh: Enemies/Triceratops/TriceratopsBabyPrefab
MeshDead: Enemies/Triceratops/TriceratopsBabyDeadPrefab
MaxHealth: 600
# XpFactor: 0.5
XpFactor: 1.7
RotateToGround: true
RotateSpeed: 30 # default value
/* AI properties */
/*AITask-1: Swim
AITask-2: FleeOnHurt
AITask-3: Wander
LootListOnDeath: 21
}*/
## ==================================================
/* Small */
{ +Entity Name: MegalonopsGrey, Ref: PreyTemplateFlee
Mesh: Enemies/Megalonops/MegalonopsGreyPrefab
MeshDead: Enemies/Megalonops/MegalonopsGreyDeadPrefab
HeadTransform: megalonops_ Head
/* General entity properties */
MaxHealth: 350
# XpFactor: 0.6
XpFactor: 1.44
RotateToGround: false
HandItem: MeleeMegalonopsGrey
WanderSpeed: 0.45
ApproachSpeed: 1.5
NightWanderSpeed: 0.45
NightApproachSpeed: 1.5
PanicSpeed: 1.5
SurfaceCategory: human
/* Sound settings */
SfxRandomTime: 50.0
# SfxRandom: Enemies/Megalonops/MONSTERGroanLong
SfxRandom: Enemies/Megalonops/Megalonops_SfxRandom
SfxAlertTime: 25.0
# SfxAlert: Enemies/Megalonops/MONSTERGrowlDeep06Medium
SfxAlert: Enemies/Megalonops/Megalonops_SfxRandom
# SfxSense: Enemies/Megalonops/MONSTERGrowlDeep05Medium
# SfxHurt: Enemies/Megalonops/MONSTERDeepHurtSubtle(mono)
SfxHurt: Enemies/Megalonops/Megalonops_SfxHurt
# SfxDeath: Enemies/Megalonops/RoarScream08
SfxDeath: Enemies/Megalonops/Megalonops_SfxDeath
LootListOnDeath: 10
FadingEnabled: false # disabled otherwise problems with switching to DeadMesh
AllowUserInstantiate: true
}
/* Medium */
{ +Entity Name: MegalonopsGreen, Ref: PreyTemplateAttack
Mesh: Enemies/Megalonops/MegalonopsGreenPrefab
MeshDead: Enemies/Megalonops/MegalonopsGreenDeadPrefab
/* General entity properties */
MaxHealth: 500
# XpFactor: 0.6
XpFactor: 1.8
HandItem: MeleeMegalonopsGrey
WanderSpeed: 0.45
ApproachSpeed: 1.5
NightWanderSpeed: 0.45
NightApproachSpeed: 1.5
PanicSpeed: 1.5
SurfaceCategory: human
/* Sound from Triceratops */
/* Sound settings */
SfxRandomTime: 50.0
SfxRandom: Enemies/Triceratops/DinosaurDesign
SfxAlertTime: 25.0
SfxAlert: Enemies/Triceratops/DinosaurDesign
# SfxSense: Enemies/Megalonops/MONSTERGrowlDeep05Medium
SfxHurt: Enemies/Megalonops/MONSTERDeepHurtSubtle(mono)
SfxDeath: Enemies/Megalonops/RoarScream08
LootListOnDeath: 17
FadingEnabled: false # disabled otherwise problems with switching to DeadMesh
}
/* Large */
{ +Entity Name: MegalonopsBrown, Ref: MegalonopsGreen
Mesh: Enemies/Megalonops/MegalonopsBrownPrefab
MeshDead: Enemies/Megalonops/MegalonopsBrownDeadPrefab
/* General entity properties */
MaxHealth: 800
# XpFactor: 0.6
XpFactor: 2.52
HandItem: MeleeMegalonopsBrown
}
## ==================================================
# delete
{ Entity Name: OviraptorOld, Ref: MegalonopsGrey
Mesh: Enemies/OviraptorPrefab
MeshDead: Enemies/OviraptorDeadPrefab
HeadTransform: head
HandItem: MeleeOviraptor
Faction: Prey
/* Sound settings */
SfxRandomTime: 50.0
SfxRandom: Enemies/Oviraptor/Oviraptor_SfxRandom
SfxAlertTime: 25.0
SfxAlert: Enemies/Oviraptor/Oviraptor_SfxRandom
SfxHurt: Enemies/Oviraptor/Oviraptor_SfxHurt
SfxDeath: Enemies/Oviraptor/Oviraptor_SfxDeath
LootListOnDeath: 9
FadingEnabled: false /* Standard shader cutout not working with fading */
AllowUserInstantiate: false
AllowInSpawners: false
}
## ==================================================
## ==================================================
{ +Entity Name: Slime, Ref: PreyTemplateAttack
Mesh: Enemies/Slime/SlimePrefab
MeshDead: Enemies/Slime/SlimeDeadPrefab
HeadTransform: Spine_root1
Prefab: AlienSmall
MaxHealth: 600
# XpFactor: 0.8
XpFactor: 2.72
HandItem: MeleeSlime
RotateToGround: true
WanderSpeed: 0.3
ApproachSpeed: 1
NightWanderSpeed: 0.3
NightApproachSpeed: 1
PanicSpeed: 1
/* Determines particle effect */
SurfaceCategory: human
/* Sound settings */
SfxRandomTime: 50.0
SfxRandom: Enemies/Slime/Slime_SfxRandom
SfxAlertTime: 25.0
SfxAlert: Enemies/Slime/Slime_SfxRandom
SfxHurt: Enemies/Slime/Slime_SfxHurt
SfxDeath: Enemies/Slime/Slime_SfxDeath
LootListOnDeath: 20
FadingEnabled: false # disabled otherwise problems with switching to DeadMesh
UpdateClusterInfo: true
AllowUserInstantiate: true
AllowInSpawners: true
}
{ +Entity Name: SlimeWhite, Ref: Slime
Mesh: Enemies/Slime/SlimeWhitePrefab
MeshDead: Enemies/Slime/SlimeWhiteDeadPrefab
}
## ==================================================
# { +Entity Name: AlienBug01, Ref: PreyTemplateFlee
# Mesh: Enemies/AlienBugs/AlienBug01Prefab
# HeadTransform: Head
# Prefab: AlienSmall
# /* General entity properties */
# MaxHealth: 350
# # XpFactor: 0.8
# XpFactor: 1.6
# HandItem: MeleeAlienBug01
# RotateToGround: true
# WanderSpeed: 0.4
# ApproachSpeed: 1
# NightWanderSpeed: 0.4
# NightApproachSpeed: 1
# PanicSpeed: 1
# /* Determines particle effect */
# SurfaceCategory: alien
# /* Sound settings */
# SfxRandomTime: 50.0
# # SfxRandom: Enemies/AlienBugs/cricket_chirping
# SfxRandom: Enemies/AlienBugs/AlienBug01/AlienBug01_SfxRandom
# SfxAlertTime: 25.0
# # SfxAlert: Enemies/AlienBugs/Alien01Generic04
# SfxAlert: Enemies/AlienBugs/AlienBug01/AlienBug01_SfxRandom
# # SfxSense: Enemies/AlienBugs/Alien01Generic04
# # SfxHurt: Enemies/CaveWorm/hurt
# SfxHurt: Enemies/AlienBugs/AlienBug01/AlienBug01_SfxHurt
# # SfxDeath: Enemies/CaveWorm/CritterSFX-Long
# SfxDeath: Enemies/AlienBugs/AlienBug01/AlienBug01_SfxDeath
# LootListOnDeath: 33
# UpdateClusterInfo: true
# AllowUserInstantiate: false
# AllowInSpawners: false
# }
## ========================= Special Creatures =========================
{ +Entity Name: AssaultCyborgOld, Ref: AssaultCyborgTemplate
# Mesh: Enemies/AssaultCyborg/AssaultCyborgHumanoidPrefab
Mesh: Enemies/AssaultCyborg/AssaultCyborgPrefab
HeadTransform: Bip001 Head
/* Determines particle effect */
SurfaceCategory: metal
Faction: Polaris
/* General entity properties */
ViewAngle: 120
MaxHealth: 1500
# XpFactor: 1
XpFactor: 11
RightHandJointName: Bip001 R Hand
# RightHandJointName: RightHandJoint
ItemsOnEnterGame: CyborgSniperWeapon
RotateToGround: false
RotateSpeed: 6
WanderSpeed: 0.25
ApproachSpeed: 0.5
NightWanderSpeed: 0.25
NightApproachSpeed: 0.5
PanicSpeed: 0.8
/* AI properties */
AITask-1: ApproachAttack
AITask-2: ApproachSpot
AITask-3: Wander, param1: true /* param1: if set to true use indoor pathing */
AITarget-1: Entity, param1: Player
# AITarget-2: OnHurt, param1: Player
/* Sound settings */
SfxRandomTime: 100.0 # less frequent than other NPCs
SfxRandom: Enemies/AssaultCyborg/AssaultCyborg_SfxRandom
SfxAlertTime: 50.0 # less frequent than other NPCs
SfxAlert: Enemies/AssaultCyborg/AssaultCyborg_SfxRandom
SfxHurt: Enemies/AssaultCyborg/AssaultCyborg_SfxHurt
SfxDeath: Enemies/AssaultCyborg/AssaultCyborg_SfxDeath
LootListOnDeath: 74
UpdateClusterInfo: true
AllowUserInstantiate: false
AllowInSpawners: false
FadingEnabled: false # otherwise problems when switching to dead model
}
## =======================================
## NPC TRADERS (model variants)
## =======================================
{ +Entity Name: Trader1, Ref: TraderTemplate
Class: TraderNPC
EntityType: Trader
Mesh: Enemies/Traders/AlienTrader1Prefab
MeshDead: Enemies/Traders/AlienTrader1DeadPrefab
HeadTransform: AlienHead
SurfaceCategory: alien
Faction: Trader
/* General entity properties */
ViewAngle: 180
MaxHealth: 10
# XpFactor: 1
XpFactor: 7
RightHandJointName: AlienRPalm
ItemsOnEnterGame: "MeleePlayer,TraderWeapon"
HandItem: MeleeTalonGuardian
RotateToGround: false
RotateSpeed: 6
/* AI properties */
# AITask-1: ApproachAttack
AITask-1: TraderTalksTo
# AITask-3: Wander
# AITarget-1: Entity, param1: Player
WanderSpeed: 0.18
ApproachSpeed: 0.4
NightWanderSpeed: 0.18
NightApproachSpeed: 0.4
PanicSpeed: 0.9
/* Sound settings */
SfxRandomTime: 150.0 # less frequent than other NPCs
SfxRandom: Enemies/Trader/Trader_SfxRandom
SfxAlertTime: 100.0 # less frequent than other NPCs
SfxAlert: Enemies/Trader/Trader_SfxRandom
SfxHurt: Enemies/Trader/Trader_SfxHurt
SfxDeath: Enemies/Trader/Trader_SfxDeath
LootListOnDeath: 73
UpdateClusterInfo: true
AllowUserInstantiate: true
AllowInSpawners: true
FadingEnabled: false # otherwise problems when switching to dead model
}
{ +Entity Name: Trader2, Ref: Trader1
Mesh: Enemies/Traders/AlienTrader2Prefab
MeshDead: Enemies/Traders/AlienTrader2DeadPrefab
}
{ +Entity Name: Trader3, Ref: Trader1
Mesh: Enemies/Traders/AlienTrader3Prefab
MeshDead: Enemies/Traders/AlienTrader3DeadPrefab
}
{ +Entity Name: Trader4, Ref: Trader1
Mesh: Enemies/Traders/AlienTrader4Prefab
MeshDead: Enemies/Traders/AlienTrader4DeadPrefab
}
{ +Entity Name: Trader5, Ref: Trader1
Mesh: Enemies/Traders/AlienTrader5Prefab
MeshDead: Enemies/Traders/AlienTrader5DeadPrefab
}
{ +Entity Name: Trader6, Ref: Trader1
Mesh: Enemies/Traders/AlienTrader6Prefab
MeshDead: Enemies/Traders/AlienTrader6DeadPrefab
# RightHandJointName: GameObject
}
{ +Entity Name: TraderTalon, Ref: Trader1
Mesh: Enemies/TalonGuardian/TalonTraderPrefab
MeshDead: Enemies/TalonGuardian/TalonTraderDeadPrefab
Faction: Talon
# RightHandJointName: GameObject
RpFactor: 5
}
{ +Entity Name: TraderTalon2, Ref: Trader1
Mesh: Enemies/TalonGuardian/TalonTrader2Prefab
MeshDead: Enemies/TalonGuardian/TalonTrader2DeadPrefab
Faction: Talon
# RightHandJointName: GameObject
RpFactor: 5
}
{ +Entity Name: TraderZirax, Ref: Trader1
Mesh: Enemies/Zirax/ZiraxTraderPrefab
MeshDead: Enemies/Zirax/ZiraxTraderDeadPrefab
Faction: Zirax
# RightHandJointName: GameObject
RpFactor: 5
}
{ +Entity Name: TraderHuman, Ref: Trader1
Mesh: Enemies/Traders/HumanTrader1Prefab
MeshDead: Enemies/Traders/HumanTrader1DeadPrefab
# RightHandJointName: GameObject
#RpFactor: 5
Faction: Civilian
}
{ +Entity Name: TraderKriel, Ref: Trader1
Mesh: Enemies/Traders/KrielTrader1Prefab
MeshDead: Enemies/Traders/KrielTrader1DeadPrefab
# RightHandJointName: GameObject
#RpFactor: 5
Faction: Kriel
}
{ +Entity Name: TraderCyborgDamaged, Ref: TraderTemplate
Mesh: Enemies/AssaultCyborg/DamagedCyborgPrefab
HeadTransform: Bip001 Head
Class: TraderNPC
SurfaceCategory: metal
EntityType: Trader
Faction: Civilian
AllowUserInstantiate: true
AllowInSpawners: false
/* General entity properties */
ViewAngle: 180
MaxHealth: 10
# XpFactor: 1
XpFactor: 7
RightHandJointName: AlienRPalm
ItemsOnEnterGame: "MeleePlayer,TraderWeapon"
HandItem: MeleeTalonGuardian
RotateToGround: false
RotateSpeed: 6
/* AI properties */
# AITask-1: ApproachAttack
AITask-1: TraderTalksTo
# AITask-3: Wander
# AITarget-1: Entity, param1: Player
WanderSpeed: 0.18
ApproachSpeed: 0.4
NightWanderSpeed: 0.18
NightApproachSpeed: 0.4
PanicSpeed: 0.9
/* Sound settings */
SfxRandomTime: 100.0 # less frequent than other NPCs
SfxRandom: Enemies/AssaultCyborg/AssaultCyborg_SfxRandom
SfxAlertTime: 50.0 # less frequent than other NPCs
SfxAlert: Enemies/AssaultCyborg/AssaultCyborg_SfxRandom
SfxHurt: Enemies/AssaultCyborg/AssaultCyborg_SfxHurt
SfxDeath: Enemies/AssaultCyborg/AssaultCyborg_SfxDeath
LootListOnDeath: 73
UpdateClusterInfo: true
FadingEnabled: false # otherwise problems when switching to dead model
}
{ +Entity Name: TraderCyborgEngineer, Ref: TraderCyborgDamaged
Mesh: Enemies/AssaultCyborg/EngineerCyborgPrefab
Faction: Civilian
AllowUserInstantiate: true
AllowInSpawners: false
}
{ +Entity Name: TraderCyborgMedical, Ref: TraderCyborgDamaged
Mesh: Enemies/AssaultCyborg/MedicCyborgPrefab
Faction: Civilian
AllowUserInstantiate: true
AllowInSpawners: false
}
{ +Entity Name: TraderCyborgServant, Ref: TraderCyborgDamaged
Mesh: Enemies/AssaultCyborg/ServantCyborgPrefab
Faction: Civilian
AllowUserInstantiate: true
AllowInSpawners: false
}
{ +Entity Name: TraderCyborg, Ref: TraderCyborgDamaged
Mesh: Enemies/Traders/CyborgTraderPrefab
Faction: Civilian
AllowUserInstantiate: true
AllowInSpawners: false
}
## ========================= BAI Prey =========================
{ +Entity Name: Parasaur, Ref: PreyBAITemplate
/* General entity properties */
//Mesh: Enemies/Parasaur/ParasaurBAINewPrefab
Mesh: Enemies/Parasaur/ParasaurBAIPrefab
MeshDead: Enemies/Parasaur/ParasaurBAIDeadPrefab
HeadTransform: head
/* General entity properties */
MaxHealth: 600
XpFactor: 2.04
HandItem: MeleeParasaur
RotateToGround: true
RotateSpeed: 220 /*at speed 8 they get stuck.. need new steering for hi speed animals */
RotateSpeedMovement: 220
/* AI properties */
NavigateInWater: false
/* Sound settings */
SfxRandomTime: 50.0
SfxRandom: Enemies/Parasaur/Parasaur_SfxRandom
SfxAlertTime: 25.0
SfxAlert: Enemies/Parasaur/Parasaur_SfxRandom
SfxHurt: Enemies/Parasaur/Parasaur_SfxHurt
SfxDeath: Enemies/Parasaur/Parasaur_SfxDeath
SfxAnimationEvent0: Enemies/Oviraptor/Oviraptor_SfxHurt_a1 /* low alert squawk sound*/
FadingEnabled: false # otherwise problems when switching to dead model
LootListOnDeath: 10
AllowUserInstantiate: true
/* AI Properties */
{ Child MainBehavior
BehaviorName: Behaviors/HiLevelTrees/MainAnimal
Slot1: "SlotLifeCycle, Behaviors/Activities/BasicLifeCycle"
Slot2: "SlotLowAlert, Behaviors/Activities/HerbivoreLowAlert"
Slot3: "SlotAlertedNoTarget, Behaviors/Activities/HerbivoreFlee"
Slot4: "SlotSearchTarget, Behaviors/Activities/HerbivoreFlee"
Slot5: "SlotAttackTarget, Behaviors/Activities/HerbivoreFlee"
}
/*
{ Child Hints
AttackApproachTarget: 50
}*/
{ Child VariableOverride
SpeedCalm: 0.12
SpeedAlerted: 0.3
SpeedAttack: 2.8
SpeedFlee: 2.8
}
{ Child VisionSensor /* vision sensor parameters, if absent, vision sensor if off*/
VisibleDistance: 90 /* how far can the animal see*/
ViewAngle: 200 /* view angle of the animal (vision cone from the head) */
}
/*{ Child HideSensor Hide sensor parameters, if absent, hide sensor if off */
/* AlertMitigationFactor: 1 Float : The vision detection sensor range will be mitigated by this factor */
/* }*/
/*{ Child BodySensor Body sensor parameters, if absent, Body sensor if off */
/* ThirstLevelIncreaseRate: 5 Float : Thirst percent of increase per second. The decrease is cst */
/* HungerLevelIncreaseRate: 1.5 Float : Hunger percent of increase per second. The decrease is cst */
/*}*/
{ Child AlertSensor /* alert sensor parameters, used by behavior selectors*/
/* !! distance based alerts will add 0 alert at max distance, max alert at 0 distance - linear (50% alert at 50% distance))!!*/
AlertLevel1: 20, param1: 0 /* Alert level, max alert value, alert drop wait */
AlertLevel2: 80, param1: 5 /* - max alert value for alert level - this level will be from last alert
level max value to this alert level max value (0-20, 21-80...*/
AlertLevel3: 100, param1: 15 /* - alert drop wait - when alert level is higher as the min value for the current
level (80-100) (example - alert 85) and the alert drops to the min value(80), it will not drop to lower
alert level for "alert drop wait" seconds*/
AlertLevelDrop:10 /* how fast does the alert drop per second. If any alert was added this frame
the alert will not drop at all*/
AlertAddFromVisionMinNoMovement:0 /* how much alert will be added per second when entity is visible*/
AlertAddFromVisionMovement:200 /* how much alert will be added for moving entities*/
AlertVisionMaxSpeed:2 /* at 0 speed, we will add 0 alert, at max speed we will add Alert...Movement per second, if the speed of entity is more than the max speed, it will be clamped to the max speed*/
AlertAddFromAutoAlert:40 /* auto alert ignores vision, depends only on distance */
MinDistanceToAutoAlert:20 /* if entity is closer, it will add alert per frame*/
NoiseMaxDistance:50 /* max. distance to listen to noises */
NoiseAlertMultiplier:1 /* noise strength conversion to alert */
DamageAlertMultiplier:60 /* damage to alert conversion */
AlertFromFriendDeath:60 /* alert if group member is killed */
}
}
{ +Entity Name: Parasaur02, Ref: PreyBAITemplate
/* General entity properties */
//Mesh: Enemies/Parasaur/ParasaurBAINewPrefab
Mesh: Enemies/Parasaur/ParasaurBAIPrefab
MeshDead: Enemies/Parasaur/ParasaurBAIDeadPrefab
HeadTransform: head
/* General entity properties */
MaxHealth: 600
XpFactor: 2.04
HandItem: MeleeParasaur
RotateToGround: true
RotateSpeed: 400 /*at speed 8 they get stuck.. need new steering for hi speed animals */
RotateSpeedMovement: 400
/* AI properties */
NavigateInWater: false
/* Sound settings */
SfxRandomTime: 50.0
SfxRandom: Enemies/Parasaur/Parasaur_SfxRandom
SfxAlertTime: 25.0
SfxAlert: Enemies/Parasaur/Parasaur_SfxRandom
SfxHurt: Enemies/Parasaur/Parasaur_SfxHurt
SfxDeath: Enemies/Parasaur/Parasaur_SfxDeath
SfxAnimationEvent0: Enemies/Oviraptor/Oviraptor_SfxHurt_a1 /* low alert squawk sound*/
FadingEnabled: false # otherwise problems when switching to dead model
LootListOnDeath: 10
AllowUserInstantiate: true
/* AI Properties */
{ Child MainBehavior
BehaviorName: Behaviors/HiLevelTrees/MainAnimal
Slot1: "SlotLifeCycle, Behaviors/AnimalSpecific/Parasaur02/Parasaur02_BasicLifeCycle"
Slot2: "SlotLowAlert, Behaviors/AnimalSpecific/Parasaur02/Parasaur02_LowAlert"
Slot3: "SlotAlertedNoTarget, Behaviors/AnimalSpecific/Parasaur02/Parasaur02_Flee"
Slot4: "SlotSearchTarget, Behaviors/AnimalSpecific/Parasaur02/Parasaur02_Flee"
Slot5: "SlotAttackTarget, Behaviors/AnimalSpecific/Parasaur02/Parasaur02_Flee"
}
/*
{ Child Hints
AttackApproachTarget: 50
}*/
{ Child VariableOverride
SpeedCalm: 0.3
SpeedAlerted: 1.2
SpeedAttack: 2.8
SpeedFlee: 2.8
}
{ Child VisionSensor /* Vision sensor parameters, if absent, vision sensor if off*/
VisibleDistance: 90 /* How far can the animal see*/
ViewAngle: 200 /* View angle of the animal (vision cone from the head) */
}
{ Child HideSensor /* Hide sensor parameters, if absent, hide sensor if off */
AlertMitigationFactor: 1 /* Float : The vision detection sensor range will be mitigated by this factor */
}
{ Child BodySensor /* Body sensor parameters, if absent, Body sensor if off */
ThirstLevelIncreaseRate: 0.2 /* Float : Thirst percent of increase per second. The decrease is cst */
HungerLevelIncreaseRate: 0.2 /* Float : Hunger percent of increase per second. The decrease is cst */
}
{ Child AlertSensor /* alert sensor parameters, used by behavior selectors*/
/* !! distance based alerts will add 0 alert at max distance, max alert at 0 distance - linear (50% alert at 50% distance))!!*/
AlertLevel1: 20, param1: 0 /* Alert level, max alert value, alert drop wait */
AlertLevel2: 80, param1: 5 /* - max alert value for alert level - this level will be from last alert
level max value to this alert level max value (0-20, 21-80...*/
AlertLevel3: 100, param1: 15 /* - alert drop wait - when alert level is higher as the min value for the current
level (80-100) (example - alert 85) and the alert drops to the min value(80), it will not drop to lower
alert level for "alert drop wait" seconds*/
AlertLevelDrop:10 /* how fast does the alert drop per second. If any alert was added this frame
the alert will not drop at all*/
AlertAddFromVisionMinNoMovement:0 /* how much alert will be added per second when entity is visible*/
AlertAddFromVisionMovement:200 /* how much alert will be added for moving entities*/
AlertVisionMaxSpeed:2 /* at 0 speed, we will add 0 alert, at max speed we will add Alert...Movement per second, if the speed of entity is more than the max speed, it will be clamped to the max speed*/
AlertAddFromAutoAlert:40 /* auto alert ignores vision, depends only on distance */
MinDistanceToAutoAlert:20 /* if entity is closer, it will add alert per frame*/
NoiseMaxDistance:50 /* max. distance to listen to noises */
NoiseAlertMultiplier:1 /* noise strength conversion to alert */
DamageAlertMultiplier:60 /* damage to alert conversion */
AlertFromFriendDeath:60 /* alert if group member is killed */
}
{ Child DebugSensor /* Debug sensor paras*/
DisplayDistance: true /* Display the distance to the player as a number */
DisplayIsHidden: true /* Display the hide state as text */
DisplayIsAttacking: false /* Display the attacking state as a text */
DisplayHungerBar: true /* Display the hunger state as a bar */
DisplayThirstBar: true /* Display the thrist state as a bar */
DisplayClosestWaterGO: true /* Display the position of the closest water area detected*/
}
}
{ +Entity Name: ParasaurBaby, Ref: Parasaur
Mesh: Enemies/Parasaur/ParasaurBAIBabyPrefab
MeshDead: Enemies/Parasaur/ParasaurBAIBabyDeadPrefab
/* General entity properties */
MaxHealth: 300
XpFactor: 0.6
RotateSpeed: 300 /*at speed 8 they get stuck.. need new steering for hi speed animals */
RotateSpeedMovement: 300
LootListOnDeath: 32
AllowUserInstantiate: false
{ Child VariableOverride
SpeedCalm: 0.12
SpeedAlerted: 0.35
SpeedAttack: 3.2
SpeedFlee: 3.2
}
{ Child VisionSensor
VisibleDistance: 100
}
}
{ +Entity Name: Triceratops, Ref: PreyBAITemplate
/* Mesh and class properties */
Mesh: Enemies/Triceratops/TriceratopsPrefab
MeshDead: Enemies/Triceratops/TriceratopsDeadPrefab
HeadTransform: head
/* General entity properties */
MaxHealth: 2000
# XpFactor: 0.5
XpFactor: 4.5
HandItem: MeleeTriceratops
RotateToGround: true
RotateSpeed: 10
WanderSpeed: 0.2
ApproachSpeed: 1.7
NightWanderSpeed: 0.2
NightApproachSpeed: 1.7
PanicSpeed: 1.8
RotateSpeedMovement: 120
/* Determines particle effect */
SurfaceCategory: human
/* Sound settings */
SfxRandomTime: 50.0
SfxRandom: Enemies/Triceratops/Triceratops_SfxRandom
SfxAlertTime: 25.0
SfxAlert: Enemies/Triceratops/Triceratops_SfxRandom
SfxHurt: Enemies/Triceratops/Triceratops_SfxHurt
SfxDeath: Enemies/Triceratops/Triceratops_SfxDeath
SfxAnimationEvent0: Enemies/Triceratops/RoarScream03 /* roar before attack */
LootListOnDeath: 31
AllowUserInstantiate: true
FadingEnabled: false # otherwise problems when switching to dead model
/* AI Properties */
{ Child MainBehavior
BehaviorName: Behaviors/HiLevelTrees/MainAnimal
Slot1: "SlotLifeCycle, Behaviors/Activities/BasicLifeCycle"
Slot2: "SlotLowAlert, Behaviors/Activities/BasicLifeCycle"
Slot3: "SlotAlertedNoTarget, Behaviors/Activities/BasicLifeCycle"
Slot4: "SlotSearchTarget, Behaviors/Activities/SearchTarget"
Slot5: "SlotAttackTarget, Behaviors/Activities/AnimalAttack"
}
{ Child Hints
AttackWaitAfterAttack: 0
AttackRoarBeforeAttack: 10
IsHunting:0
AttackMaxCount:4
AttackRandomDirection:10
}
{ Child VariableOverride
MinimalDistanceToTarget: 4.0
MeleeAttackDistance: 5.0
SpeedCalm: 0.3
SpeedAlerted: 1.0
SpeedAttack: 1.5
SpeedFlee: 1.0
}
{ Child VisionSensor
VisibleDistance: 50
ViewAngle: 360
}
{ Child TargetSensor
AttackableTypes: "Player,HV,SV,CV,PlayerBike"
}
{ Child AlertSensor
AlertLevel1: 15, param1: 0
AlertLevel2: 50, param1: 2
AlertLevel3: 60, param1: 20
AlertLevel3SwithToOnDmg: true
AlertLevelDrop:10 /* slow alert drop */
AlertAddFromVisionMinNoMovement:0 /* no alert when not moving */
AlertAddFromVisionMovement:100
AlertVisionMaxSpeed:2
AlertAddFromAutoAlert:30
MinDistanceToAutoAlert:10
NoiseMaxDistance:50
NoiseAlertMultiplier:0.3
}
}
## ========================= BAI Predator =========================
{ +Entity Name: Spider01, Ref: PredatorBAITemplate
Mesh: Enemies/Spiders/Spider01Prefab
MeshDead: Enemies/Spiders/Spider01DeadPrefab
HeadTransform: Head
Prefab: AnimalSmall
MaxHealth: 400
XpFactor: 3.12
HandItem: MeleeSpider01
RotateToGround: true
RotateSpeedMovement: 180
/* Determines particle effect */
SurfaceCategory: human
/* Sound settings */
SfxRandomTime: 50.0
SfxRandom: Enemies/Spiders/Spiders_SfxRandom
SfxAlertTime: 25.0
SfxAlert: Enemies/Spiders/Spiders_SfxRandom