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
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). |
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. |
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. |
BiteDamage | Damage caused by melee attack. |
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. |
bTurret | If True, creature will not walk around, only shoot. |
WhipDamage | Damage from hand-to-hand weapon? ## |
bBlockActors | ## |
bBlockPlayers | ## |
bCollideActors | ## |
bCollideWorld | ## |
bProjTarget | ## |
CollisionHeight | ## |
CollisionRadius | ## |
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). |
bHasBaby | ## |
bStayClose | Stray no farther than WanderRadius, below. |
WanderRadius | Maximum distance to move from startpoint, if bStayClose is enabled. |
BiteDamage | Damage caused when biting. |
RipDamage | Damage caused when ripping. |
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. |
Event | The event triggered by this object (Sender). |
Tag | The event to act upon (Receiver). |
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. |
bOnlyIfEnemy | Only buzz around dead enemies. |
SwarmRadius | Radius of the fly swarm. |
SwarmSize | Number of horseflies in the swarm. |
PoundDamage | Damage caused by first melee attack. |
PunchDamage | Damage caused by second melee attack. |
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 | ## |
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. |
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 | ## |
StingDamage | Damage caused by melee attack. |
WhipDamage | Damage caused by other melee attack. |
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. |
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. |
bNeverBow | Nali never bows when retreating to home base. Must have a homebase, must be carefully tested. |
Tool | ## |
NetPriority | ## |
RemoteRole | ## Perhaps this defines how the object acts on the client? Settings are: ROLE_None: ## ROLE_DumbProxy: ## ROLE_SimulatedProxy: ## ROLE_AutonomousProxy: ## ROLE_Authority: ## |
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. |
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. |
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 | ## |
BiteDamage | Damage caused when biting. |
LungeDamage | Damage caused when lunging. |
ClawDamage | Damage caused when clawing. |
StabDamage | Damage caused when stabbing. |
ScreamEvent | Event to trigger when screaming. |
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. |
WeaponType | The range weapon to use. |
ClawDamage | Damage caused during melee attack. |
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 | ## |
SlapDamage | Damage caused by melee attack. |
ThrustDamage | Damage caused by other melee attack. |
WhipDamage | Damage caused by melee attack. |
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. |
bTeleportWhenHurt | When critically hurt, teleport away instead of dying. |
StrikeDamage | Damage caused by melee attack. |