List of Properties

Note: entries marked with '##' are incomplete. Any help or comments would be much appreciated.

Advanced
AI
Brute
Biterfish
BiterFishSchool
Brute
Collision
Combat
Cow
DevilFish
**Display
Events
Filter
Gasbag
HorseFlySwarm
Krall
LightColor
Lightning
Manta
Mercenary
Movement
Nali
Networking
Object
Orders
Pawn
Pupae
Queen
Skaarj
SkaarjTrooper
Slith
Sound
Sounds
Squid
Tentacle
Titan
Warlord

Advanced

These contain all kinds of special settings.

bAlwaysRelevant ##
bCanTeleport ##
bCollideWhenPlacing ##
bDirectional ##
bEdShouldSnap ##
bForceStasis ##
bHidden ##
bHiddenEd ##
bHighDetail ##
bIsItemGoal ##
bIsKillGoal ##
bIsSecretGoal ##
bMovable ##
bNoDeletet ##
bOnlyOwnerSee ##
bStasis ##
bStatic ##
bTravel ##
LifeSpan How long the item lives before disappearing (in seconds).
Example: a shell case lives for 3 units (very short).
A value of 0 means permanent (or until killed).

AI

Settings for the creatures Artificial Intelligence.

AttitudeToPlayer ATTITUDE_Fear: Try to flee.
ATTITUDE_Hate: Attack the player.
ATTITUDE_Frenzy: Immediate attack, no fear, lower accuracy.
ATTITUDE_Threaten: Assume a threatening pose.
ATTITUDE_Ignore: Ignore the player.
ATTITUDE_Friendly: Fight the players enemies.
ATTITUDE_Follow: Follow the player around (not implemented).

Note that the attitude can change according to the players actions.

bHateWhenTriggered Start hating the player when triggered.
bIgnoreFriends If True, don't react to friends' noises.
bIsBoss ##
bQuiet Make less noise when wandering around.
bTeamLeader Is leader of his team (shared TeamTag).
There should only be one leader per team.
FirstHatePlayerEvent Event to be triggered when creature decides to attack the player.
HearingThreshold How good the creature hears.
While depending on its alertness, a rule of thumb is that the creature can hear a typical loud noise if it has a line of sight and HearingThreshold < 200 / (distance to noise source).
Example: 0.4 = 500 units, 0.2 = 1000 units.
Maximum hearing range is 2800 units.
Intelligence Defines just how smart the creature is:
BRAINS_None: Only react to immediate stimulus.
BRAINS_Reptile
BRAINS_Mammal ## Does anybody have specific ability info?
BRAINS_Human
PeripheralVision Cosine of maximum angle of the creatures peripheral vision.
0.0 = 90° to both sides = 180° in front of creature.
0.7 = 45° to both sides.
Chances of the player being seen rise with the distance into the peripheral vision.
## Anybody tried -1 for 360° vision?
SightRadius Maximum sight distance of creature.
Chances of being seen rise with decreasing distance.
Skill Additional skill of this creature.
Example: skill level is 1, Skill is 2: creature acts like skill level 3.
TeamTag Creature team to which this creature belongs.
Creatures will cooperate as long as the team leader is alive, and (if capable of it) will talk to each other.

Bird1

Specific settings for the Bird1 creature.

bCircle Fly around in circles instead of randomly.
CircleRadius Area to fly around in.
GoalTag If set, they'll wait till triggered and then fly straight towards the goal.

Biterfish

Specific settings for the Biterfish.

BiteDamage Damage caused by melee attack.

BiterFishSchool

Specific settings for the Biterfish swarm.

bNonAggressive Fish will ignore player.
Fishcolor 0..6: single colored fish
7: random colors.
Schoolradius Radius of fish swarm.
Schoolsize Number of fish in swarm.

Brute

Specific settings for the Brute creature.

bTurret If True, creature will not walk around, only shoot.
WhipDamage Damage from hand-to-hand weapon? ##

Collision

Object collision settings? ##

bBlockActors ##
bBlockPlayers ##
bCollideActors ##
bCollideWorld ##
bProjTarget ##
CollisionHeight ##
CollisionRadius ##

Combat

Creature combat settings.

Aggressiveness Ranges from 0.0 to 1.0 and defines how aggressive the creature is.
Lower values mean creatures run away sooner (if they have a home base). Nali and Cows don't need home bases, though.
Could also influence tactical decisions.
bCanStrafe Creature can move sideways while still targeting the player.
bHasRangedAttack Creature has a ranged weapon.
bIsWuss A cowardly creature? ##
bLeadTarget Does the creature lead its shots on a moving target?
(This makes circle-strafing quite dangerous!)
bMovingRangedAttack Creature can launch a ranged attack while moving.
bWarnTarget ##
CombatStyle Value ranges from 0.0 to 1.0 and defines tactical decision making
A higher value means that the creature prefers melee attacks.
MeleeRange Maximum distance to launch a melee attack from.
Distance excludes the collision radius of both creature and target.
ProjectileSpeed How fast the creatures projectile attack moves.
The Brutes rockets move at 700 (anybody know the units? ##).
RangedProjectile Projectile used in ranged attacks, in effect defining the creatures weapon.
RefireRate Likelihood of immediately firing again after a ranged attack.
Values range from 0.0 to 1.0, 1.0 being 100%.
TimeBetweenAttacks Time in seconds between multiple attack barrages (which can include several shots).

Cow

Specific setting for the Cow creature.

bHasBaby ##
bStayClose Stray no farther than WanderRadius, below.
WanderRadius Maximum distance to move from startpoint, if bStayClose is enabled.

DevilFish

Specific setting for the DevilFish creature.

BiteDamage Damage caused when biting.
RipDamage Damage caused when ripping.

**Display

Properties governing the way objects are displayed.

AmbientGlow How much the object glows on its own.
AnimFrame The number of the current animation frame, which you can't change yourself.
AnimRate The speed at which the animation is played (##anybody know the units?).
AnimSequence The current animation sequence - also used to determine what a corpse looks like.
bMeshCurvy ##
bMeshEnviroMap ##
bNoSmooth ##
bParticles ##
bShadowCast ##
bUnlit The object ignores light sources.
DrawScale Object scaling factor. 1.0 = normal size.
If a creature is scaled, it's health changes as well.
DrawType How the object shape is defined:
DT_None: ##
DT_Sprite: a 2D Sprite.
DT_Mesh: a 3D Object.
DT_Brush: a Brush.
DT_RopeSprite: ##
DT_VerticalSprite: ##
DT_Terraform: ##
DT_SpriteAnimOnce: ##
Fatness 3D objects have a skeleton, and this value defines how much 'flesh' they have on it. Normal = 100.
This is especially noticeable on creatures.
Mesh If DrawType is DT_Mesh, defines which Mesh to use.
ScaleGlow ##
Skin Defines the skin to use on the object.
This can be used to make a creature look (but not act) like a different one; for example, a Brute could wear the skin of a Behemoth.
Sprite If DrawType is a sprite, defines which sprite to use.
Style Defines how the object is drawn.
STY_None: ##
STY_Normal: Default.
STY_Masked: used in sprites; draws everything except the color Black. Useful for drawing vines, gratings, etc.
STY_Translucent: Makes the object semi-transparent. Useful for ghosts.
STY_Modulated: ##
Texture If DrawType is DT_Brush, defines the texture to use.

Events

Objects and creatures use events to influence each other. For example, an attacking creature might cause a door to close.

Event The event triggered by this object (Sender).
Tag The event to act upon (Receiver).

Filter

Filters determine under which circumstances the object appears in the map. This way you can implement difficulty settings in your game.
Note that the difficulty setting also has an effect on the toughness of the creatures.

bDifficulty0 Appears in 'Easy' mode.
bDifficulty1 Appears in 'Medium' mode.
bDifficulty2 Appears in 'Hard' mode.
bDifficulty3 Appears in 'Unreal' mode.
bNet Appears in network games.
bNetSpecial ##
bSinglePlayer Appears in singleplayer games.
OddsOfAppearing The chances that this object will appear in the map.
1.0 = 100%
Obviously, this setting is very important for your replayability.

HorseFlySwarm

Specific settings for the Horsefly swarm.

bOnlyIfEnemy Only buzz around dead enemies.
SwarmRadius Radius of the fly swarm.
SwarmSize Number of horseflies in the swarm.

Gasbag

Settings for the Gasbag creature.
PoundDamage Damage caused by first melee attack.
PunchDamage Damage caused by second melee attack.

Krall

Settings for the Krall creature.
bDicePlayer Creature plays dice with other Kralls. They must be teamed and should be arranged in a tight circle.
bSleeping Creature is sleeping and will be very unalert when waking.
bSpearToss ## Does this refer to an attack or the spear handling animation?
MinDuckTime ##.
PoundDamage Damage caused by melee attack.
StrikeDamage Damage caused by secondary melee attack.
ThrowDamage ##

LightColor

Defines brightness and color of light effects.

LightBrightness The brightness of the light.
Ranges from 0 (no light) to 255 (very bright).
LightHue Together with LightSaturation, this determines the color of the light.
It's easy finding the values for the exact color you want: have a look at ZoneLight.Fogcolor or any 'Define Color' dialog from Windoze (to be found, for example, in the Paint program).
LightSaturation See LightHue, above.

Lightning

Defines light effects.

bActorShadows ##
bCorona ##
bLensFlare ##
bSpecialLit ##
LightCone ##
LightEffect Determines the light pattern:
LE_None: Default, steady light.
LE_TorchWaver: Wavering light.
LE_FireWaver: Stronger wavering light.
LE_WateryShimmer: Slightly wavering light, like under water.
LE_Searchlight: ##
LE_SlowWave: Slow, concentric circles moving away from the source.
LE_FastWave: Like LE_SlowWave, but faster.
LE_CloudCast: ##
LE_StaticSpot: ##
LE_Shock: Like LE_FastWave, but more washed-out.
LE_Disco: Disco-like effect, spotlights move on the walls, interesting pattern effect on floor and ceiling.
LE_Warp: ##
LE_Spotlight: ##
LE_NonIncidence: ##
LE_Shell: ##
LE_OmniBumpMap: ##
LE_Interference: Interference-pattern: expanding rings of light move up. Useful pattern on floor and ceiling, stripes on the walls.
LE_Cylinder: ##
LE_Rotor: Another disco-light effect; vertical stripes of light rotate. Good for red hazard lights.
LE_Unused: ## is it?
LightPeriod Determines the speed of the LightType efects (see below).
LightPhase Used to move light 'out of phase'. Thus, for example, several lights don't flicker on and off simultaneously.
LightRadius ##
LightType Determines the light effects:
LT_None: Light is turned off.
LT_Steady: Normal, steady light.
LT_Pulse: Softly pulsing on and off.
LT_Blink: ##
LT_Flicker: Irregularly flickers on and off.
LT_Strobe: Light quickly strobes on and off.
LT_BackdropLight: ##
LT_SubtlePulse: Gently pulses on and off, never totally off.
LT_TexturePaletteOnce: ##
LT_TexturePaletteLoop: ##
VolumeBrightness ##
VolumeFog ##
VolumeRadius ##

Manta

Properties for the Manta creature.

StingDamage Damage caused by melee attack.
WhipDamage Damage caused by other melee attack.

Mercenary

Properties for the Mercenary creature.

bButtonPusher Causes buttonpushing animation to play when creature is stopping.
bSquatter Causes squatting animation to play when creature is stopping.
Should be teamed with other Mercenaries to synchronize.
bTalker Causes talking animation to play when creature is stopping.
Should be teamed with other Mercenaries to synchronize.
bHasInvulnerabilityShield Mercenary has an invulnerable shield to make use of.
bCanFireWhileInvulnurable Mercenary can do ranged attacks while his shield is active.
InvulnerableCharge How long the shield can stay up (seconds).
OrdersGiven ##
PunchDamage Damage done by melee attack.

Movement

Defines the way the object will move in the map.

AccelRate ##
AirSpeed Movement speed in the air (## anybody know the units?)
bBounce The object will bounce upon hitting an obstacle.
bFixedRotationDir Object will keep rotating (like a fan).
bRotateToDesired Object will rotate to DesiredRotation and then stop.
Buoyancy How well the object floats.
A Barrel has 60, a Woodfragment 6.
0 means no buoyancy.
DesiredRotation Rotation consists of Pitch (up/down), Yaw (left/right) and Roll.
GroundSpeed Movement speed on the ground.
JumpZ How far a creature can jump. Set to -1 to disable jumping.
Location The objects (x,y,z) location on the map.
Mass The objects mass. (## Anybody know the units?)
A Human weighs 100, a Cow 120, and a StoneTitan 2000.
MaxStepHeight ##
Physics Sets current physical behaviour. Options are:
PHYS_None: Default.
PHYS_Walking: Object is walking.
PHYS_Falling: Object is falling.
PHYS_Swimming: Object is swimming.
PHYS_Flying: Object is flying (## what's the difference to swimming, the animation?).
PHYS_Rotating: Object is rotating around a fixed axis.
PHYS_Projectile: ##
PHYS_Rolling: ##
PHYS_Interpolating: ##
PHYS_MovingBrush: Object is a moving brush, like an elevator.
PHYS_Spider: ##
PHYS_Trailer: ##
Rotation Current rotation in the map.
RotationRate Rotating speed.
UnderWaterTime ##
Velocity Current speed in the map.
WaterSpeed Movement speed under water.

Nali

Properties for the Nali creature.

bNeverBow Nali never bows when retreating to home base.
Must have a homebase, must be carefully tested.
Tool ##

Networking

Network settings.

NetPriority ##
RemoteRole ## Perhaps this defines how the object acts on the client?
Settings are:
ROLE_None: ##
ROLE_DumbProxy: ##
ROLE_SimulatedProxy: ##
ROLE_AutonomousProxy: ##
ROLE_Authority: ##

Object

Some information on the object itself.

Class Class of the object.
Group ##
InitialState ##
Name The internal name of this specific object, for example LesserBrute0.
You usually don't need to change this.

Orders

This determines how a creature will act.

AlarmTag If set, the creature will move to the actor with this tag upon seeing the player. This can be used to have creatures press buttons to trap the player, set up attack/defend formations, etc.
Friendly creatures will wait for the player as they move towards their AlarmTag.
bDelayedPatrol The patrolling creature will only start patrolling when triggered.
bFixedStart Creature will always appear only at this point. See Orders, below.
bNoWait ##
Orders These are the orders for this creature.
Waiting: Default. Creature will stand around until receiving an external stimulus (sight or sound).
Patrolling: Creature will follow a set of NavigationPoint.Patrolpoints, starting at the one tagged with OrderTag (see the Patrolpoint property). If the next patrolpoint cannot be reached, it will wait at the current one. If bFixedStart is false, it will start at a random patrolpoint (## not implemented yet?).
Guarding: Creature guards the actor whose tag equals their OrderTag. If their attitude is ATTITUDE_Threatening, they will threaten the player (trying to remain between him and the object) until he touches the object, whereupon they attack.
Ambushing: Creature waits, and is very alert. If bFixedStart is false and there are several NavigationPoint.Ambushpoints with the same tag as the creature, it will pick a random one, using the Ambushpoints orientation. Ambushpoints can also be used by creatures who decide to ambush instead of pursue the player.
OrderTag Used together with Orders, above.
SharedAlarmTag If several creatures have the same string here, a random one of them will choose it as his AlarmTag (see above). Adds some randomness, and enhances replayability.

Pawn

Some special creature definitions, also used by the players themselves.

BaseEyeHeight The eye height of the player. Always 0 for monsters.
CarcassType The dead body to leave behind when killed.
DropWhenKilled What to drop (weapon, ammo, etc) when the creature is killed.
FovAngle Field of View. 90° means seeing 180° in front.
Health Number of hit points the creature has.
ReducedDamagePct ##
ReducedDamageType ##
Visibility ##

Pupae

Properties for the Pupae creature.

BiteDamage Damage caused when biting.
LungeDamage Damage caused when lunging.

Queen

Properties for the Queen creature.

ClawDamage Damage caused when clawing.
StabDamage Damage caused when stabbing.
ScreamEvent Event to trigger when screaming.

Skaarj

Properties for all Skaarj creatures.

bButtonPusher Play the buttonpushing animation whenever Skaarj stops.
bFakeDeath Skaarj fakes his death, rising a bit after it sees the player.
Make sure to raise it a bit off the floor, so it doesn't auto-adjust, showing itself not to be a corpse after all.
ClawDamage Damage caused when attacking with claws.
LungeDamage Damage caused when lunging.
SpinDamage Damage caused during spinning attack.

SkaarjTrooper

Properties for the Skaarj Trooper.

WeaponType The range weapon to use.

Slith

Properties for the Slith creature.

ClawDamage Damage caused during melee attack.

Sound

General sound settings.

AmbientSound Sound to always play at this location.
Also useful for monster breathing, etc.
SoundPitch The sound pitch (how high it is).
SoundRadius ##
SoundVolume How loud the sound is (0..255)
TransientSoundVolume ##

Sounds

Creature-specific sounds. The actual properties vary from creature to creature, but are labelled clearly and thus don't need to be listed here.

Squid

Properties for the Squid creature.

SlapDamage Damage caused by melee attack.
ThrustDamage Damage caused by other melee attack.

Tentacle

Properties for the Tentacle creature.

WhipDamage Damage caused by melee attack.

Titan

Properties for the Titan creature.

PunchDamage Damage caused by melee attack.
SlapDamage Damage caused by other melee attack.
StepEvent Event triggered every time the creature takes a step.
StepEvent Event triggered every time the creature stompes.

Warlord

Properties for the Warlord creature.

bTeleportWhenHurt When critically hurt, teleport away instead of dying.
StrikeDamage Damage caused by melee attack.


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