Files
Quake_4_Alpha/q4xbase/def/ai/actor.def
T
2026-08-06 14:45:27 -07:00

177 lines
8.8 KiB
Modula-2

/*
===============================================================================
Base Actor Entity Definition
===============================================================================
*/
entityDef actor_default
{
// ---------------------------- Editor Vars --------------------------------------
"editor_var script_init" "Script executed immediately after an spawneding in."
"editor_var script_first_sight" "Script executed the first time an enemy sees a target."
"editor_var script_sight" "Script executed when a new target is sighted."
"editor_var script_pain" "Script executed when pain is taken."
"editor_var script_damage" "Script executed when any dmage is taken."
"editor_var script_death" "Script executed on death."
"editor_var script_footstep" "Script executed for each footstep generated."
"editor_var script_onclick" "Script executed when clicked on by the player."
"editor_var forceWalk" "Set to 1 to always use walk animations when moving (Default 0)"
"editor_var forceRun" "Set to 1 to alwasy use run animations when moving (Default 0)"
"editor_var forceRush" "Set to 1 to alwasy rush in to melee range with the current enemy (Default 0)"
"editor_var hideRange" "Set min max range for distance to use when finding a place to hide from enemy (Default: 150 750)"
"editor_var leader" "Set to name of actor which should be this actors leader"
"editor_var follows" "Set to 1 to enable following when talked to (will override the talks keyword)"
"editor_var talk_turn" "Set to 1 to turn towards the talk target before talking"
"editor_var talks" "Set to 1 to enable talking"
"editor_var lipsync_talk_primary" "First lipsync to use when talked to"
"editor_var lipsync_talk_secondary" "Second lipsync to use when talked to"
"editor_var lipsync_talk_loop<#>" "Lipsync to repeat after primary and secondary have been played (the first loop cycle is lipsync_talk_loop1)"
"editor_var anim_talk" "Animation to use when talking"
"editor_var anim_talk_primary" "Animation to use when talking using primary lipsync"
"editor_var anim_talk_secondary" "Animation to use when talking using secondary lipsync"
"editor_var anim_talk_loop<#>" "Animation to use when talking using loop lipsync"
"editor_var lipsync_follow" "Lipsync to use when being asked to follow"
"editor_var lipsync_stopfollow" "Lipsync to use when being asked to stop following"
"editor_var lipsync_busy" "Lipsync to use when they are busy and cant talk"
"editor_var lipsync_rush" "Lipsync to use when ai decides to rush their enemy"
"editor_var lipsync_cover" "Lipsync to use when ai decides to take cover"
"editor_var lipsync_loud_to_leadcover" "Lipsync to use when in combat and moving to cover location near leader"
"editor_var lipsync_loud_at_leadcover" "Lipsync to use when in combat and reached cover location near leader"
"editor_var lipsync_to_leadcover" "Lipsync to use when moving to cover location near leader"
"editor_var lipsync_at_leadcover" "Lipsync to use when reached cover location near leader"
"editor_var lipsync_flank" "Lipsync to use when flanking enemy"
"editor_var lipsync_moveup" "Lipsync to use when advancing on enemy"
"editor_var lipsync_fallback" "Lipsync to use when retreating"
"editor_var lipsync_checkfire" "Lipsync to use when hit by a teammate's attack"
"editor_var lipsync_grenade" "Lipsync to use when a grenade lands nearby"
"editor_var lipsync_throw_grenade" "Lipsync to use when throwing a grenade"
"editor_var lipsync_sniper" "Lipsync to use when being shot at by a sniper"
"editor_var lipsync_mandown" "Lipsync to use when an ally dies nearby"
"editor_var lipsync_victory" "Lipsync to use when an enemy has been killed"
"editor_var lipsync_watchit" "Lipsync to use when an enemy is killed that was targetting a friendly"
"editor_var lipsync_supressed" "Lipsync to use when an enemy is using supressing fire on us"
"editor_var lipsync_supressing" "Lipsync to use when using supressing fire"
"editor_var lipsync_closeone" "Lipsync to use when an enemy's attack just misses"
"editor_var lipsync_<shortname>_killed" "Lipsync to use when and ally named <shortname> dies nearby"
"editor_var lipsync_thanks" "Lipsync to use when saying thanks for the player killing an enemy taretting a buddy"
"editor_var lipsync_niceshot" "Lipsync to use when congratulating the player for killing an enemy"
"editor_var lipsync_traitor" "Lipsync to use when the player kills a teammate"
"editor_var lipsync_canihelpyou" "Lipsync to use when the player stands in front of a friendly marine too long"
"editor_var Lipsync_enemy_back" "lipsync to use when enemy spotted behind"
"editor_var lipsync_enemy_left" "lipsync to use when enemy spotted to the left"
"editor_var lipsync_enemy_right" "lipsync to use when enemy spotted to the right"
"editor_var lipsync_enemy_default" "lipsync to use when enemy spotted (not a specific direction)"
"editor_var objectivetitle_failed" "objective to fail when killed"
"editor_var objectivetext_failed" "failed objective text to display when killed"
"editor_var objectivetitle_completed" "objective to complete when killed"
"editor_var objectivetext_completed" "completed objective text to display when killed"
"report_stats" "1"
// ---------------------------- General -----------------------------------------
"inherit" "monster_default"
"spawnclass" "idAI"
"size" "32 32 72"
"bleed" "1"
"use_aas" "aas32"
"removeDelay" "5"
"anim" "idle"
"no_drops" "0"
"focus_align_time" "0"
"joint_leftEye" "Lfteye_Focus"
"joint_rightEye" "Rteye_Focus"
"joint_chestOffset" "chest"
"kick_force" "50"
"forceEnemy" "1"
"fov" "140"
"remove_on_death" "0"
"melee_range" "64"
"painThreshold" "1"
"missile_visibility_joint" ""
"burnaway" "4"
"attackRange" "0 1000"
// ---------------------------- Actions -----------------------------------------
"attackSightDelay" ".75"
"action_talk_noturn" "0"
"actionTimer_rangedAttack_rate" "2"
"actionTimer_evade_rate" "2"
"actionTimer_pain_rate" ".5"
"action_jumpBack_maxRange" "80"
"action_jumpBack_anim" "jump_back"
"action_meleeAttack_minRange" "0"
"action_meleeAttack_maxRange" "64"
"action_meleeAttack_anim" "melee_attack"
"action_rangedAttack_minRange" "63"
"action_rangedAttack_maxRange" "-1"
"action_rangedAttack_anim" "range_attack"
"action_rangedAttack_failRate" ".25"
"action_leapAttack_rate" "3"
"action_leapAttack_noPain" "1" // Dont allow pain animations during a leap attack
"action_leapAttack_noTurn" "1"
"action_leapAttack_anim" "leap_attack"
"action_evadeLeft_anim" "evade_left"
"action_evadeRight_anim" "evade_right"
"action_leanLeftAttack_anim" "lean_attack_left"
"action_leanRightAttack_anim" "lean_attack_right"
"action_crouch_rate" "0"
"action_crouch_minRange" "0"
"action_crouch_maxRange" "0"
// ---------------------------- Flying Vars ---------------------------------------
"fly_offset" "0" // Prefered fly height relative to the player's view
"fly_speed" "100" // Max flying speed.
"fly_bob_strength" "50" // Fly bob strength (a scalar that the bobbing vector is multiplied by)
"fly_bob_vert" "2" // The frequency of the vertical bobbing (multiplied by time in the sin func)
"fly_bob_horz" "2.7" // The frequency of the horizontal bobbing (multiplied by time in the sin func)
"fly_seek_scale" "4" // Amount that the AI will try to get ahead of the predicted path of a foe.
"fly_roll_scale" "35" // Scalar applied to roll as the character speeds up.
"fly_roll_max" "30" // Maximum the roll will be affected.
"fly_pitch_scale" "45" // Scalar applied to pitch as the character speeds up.
"fly_pitch_max" "15" // Maximum the pitch will be affected.
// ---------------------------- FX --------------------------------------------
"fx_pain" "effects/monsters/pain.fx"
"fx_pain10" "effects/monsters/pain25.fx"
"fx_pain_hollowmetal" "effects/monsters/pain_metal.fx"
"fx_pain10_hollowmetal" "effects/monsters/pain25_metal.fx"
"fx_freezegib" "effects/monsters/freezegib.fx"
"mtr_wound" "textures/decals/hurt02"
"mtr_splat" "textures/decals/dsplat2"
"mtr_splat2" "textures/decals/dsplat5"
"mtr_splat3" "textures/decals/dsplat7"
"mtr_splat4" "textures/decals/dsplat11"
// ---------------------------- Sounds -------------------------------------------
"snd_burn" "effects_burn_away"
"snd_bounce" "generic_creature_fall_beefy"
"snd_freezeDeathBegin" "freeze_death_begin"
"snd_freezeDeathGib" "freeze_death_gib"
}