Template/AHuman
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(Redirected from AHuman/Template)
This is the source code to the standard Dummy unit. It includes all of the required variables, and can be used as a framework for a mod you wish to create.
AddActor = AHuman PresetName = Dummy // name of reference to be copied from in other parts of mod Description = Standard dummy soldier. Quite resilient to impacts and falls, and very agile. AddToGroup = Actors // menu section to be added to Mass = 32 GoldValue = 80 // the value of the actor in the buy menu HitsMOs = 1 // true or false value that determines if the actor can deal damage GetsHitByMOs = 1 // true or false value that determines if the actor can take damage SpriteFile = ContentFile FilePath = Dummy.rte/Actors/Dummy/TorsoA.bmp FrameCount = 1 SpriteOffset = Vector X = -4 Y = -16 AngularVel = 0 EntryWound = AEmitter CopyOf = Wound Bone Entry ExitWound = AEmitter CopyOf = Wound Bone Exit AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Civilian Stuff Resolution = 4 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Civilian Stuff Resolution = 6 Depth = 3 DeepCheck = 0 BodyHitSound = Sound // sound played when impacting terrain CopyOf = Bone Crack PainSound = Sound // sound played when taking damage CopyOf = Bone Crack DeathSound = Sound // sound played upon death CopyOf = Bone Crack DeviceSwitchSound = Sound // sound played when changing inventory items CopyOf = Device Switch Status = 0 Health = 100 ImpulseDamageThreshold = 2600 // how much force it takes to crush the actor AimAngle = 0 // radial value that determines look restriction AimDistance = 30 // determines look distance when not holding a weapon Perceptiveness = 0.7 // radial distance of which the actor is alerted to enemy presence? CharHeight = 100 // scale amount of actor height HolsterOffset = Vector X = -6 Y = -8 Head = Attachable CopyOf = Dummy Head A ParentOffset = Vector X = -1 Y = -13 Jetpack = AEmitter CopyOf = Jetpack ParentOffset = Vector X = -6 Y = -1 JumpTime = 4 // Secs FGArm = Arm CopyOf = Dummy Arm FG A ParentOffset = Vector X = 0 Y = -8 BGArm = Arm CopyOf = Dummy Arm BG A ParentOffset = Vector X = 4 Y = -9 FGLeg = Leg CopyOf = Dummy Leg FG A ParentOffset = Vector X = 0 Y = 1 BGLeg = Leg CopyOf = Dummy Leg BG A ParentOffset = Vector X = 2 Y = 1 HandGroup = AtomGroup CopyOf = HandGroup FGFootGroup = AtomGroup CopyOf = Foot BGFootGroup = AtomGroup CopyOf = Foot StrideSound = Sound CopyOf = Robot Stride StandLimbPath = LimbPath PresetName = Dummy Stand Path StartOffset = Vector X = 1 Y = 17 StartSegCount = 0 SlowTravelSpeed = 0.1 NormalTravelSpeed = 0.5 FastTravelSpeed = 1.5 PushForce = 1800 StandLimbPathBG = LimbPath CopyOf = Dummy Stand Path StartOffset = Vector X = 4 Y = 17 WalkLimbPath = LimbPath PresetName = Dummy Walk Path StartOffset = Vector X = 10 Y = -2 StartSegCount = 3 AddSegment = Vector X = 0 Y = 2 AddSegment = Vector X = 0 Y = 2 AddSegment = Vector X = 0 Y = 5 AddSegment = Vector X = 0 Y = 5 AddSegment = Vector X = -6 Y = 4 AddSegment = Vector X = -4 Y = 0 AddSegment = Vector X = -4 Y = 0 AddSegment = Vector X = -4 Y = 1 AddSegment = Vector X = -3 Y = 1 AddSegment = Vector X = 0 Y = -2 SlowTravelSpeed = 1.5 NormalTravelSpeed = 2.6 FastTravelSpeed = 4.5 PushForce = 8000 CrouchLimbPath = LimbPath PresetName = Dummy Crouch Path StartOffset = Vector X = 10 Y = 0 StartSegCount = 0 SlowTravelSpeed = 0.1 NormalTravelSpeed = 0.5 FastTravelSpeed = 1.5 PushForce = 5000 CrawlLimbPath = LimbPath PresetName = Dummy Crawl Path StartOffset = Vector X = -12 Y = -8 StartSegCount = 2 AddSegment = Vector X = 12 Y = 0 AddSegment = Vector X = 8 Y = 2 AddSegment = Vector X = 0 Y = 8 AddSegment = Vector X = 0 Y = 10 SlowTravelSpeed = 1.5 NormalTravelSpeed = 1.8 FastTravelSpeed = 4.5 PushForce = 8000 ArmCrawlLimbPath = LimbPath PresetName = Dummy Arm Crawl Path StartOffset = Vector X = -8 Y = -5 StartSegCount = 2 AddSegment = Vector X = 0 Y = -4 AddSegment = Vector X = 3 Y = -3 AddSegment = Vector X = 4 Y = 0 AddSegment = Vector X = 4 Y = 4 AddSegment = Vector X = 0 Y = 10 SlowTravelSpeed = 1.5 NormalTravelSpeed = 1.5 FastTravelSpeed = 4.5 PushForce = 6000 ClimbLimbPath = LimbPath PresetName = Dummy Climb Path StartOffset = Vector X = -8 Y = -10 StartSegCount = 6 AddSegment = Vector X = 0 Y = -4 AddSegment = Vector X = 3 Y = -3 AddSegment = Vector X = 4 Y = 0 AddSegment = Vector X = 4 Y = 4 AddSegment = Vector X = 6 Y = 8 AddSegment = Vector X = 0 Y = 14 AddSegment = Vector X = -5 Y = 5 AddSegment = Vector X = -3 Y = 0 SlowTravelSpeed = 1.0 NormalTravelSpeed = 1.5 FastTravelSpeed = 4.5 PushForce = 5000 JumpLimbPath = LimbPath PresetName = Dummy Jump Path StartOffset = Vector X = 0 Y = 8 StartSegCount = 3 AddSegment = Vector X = 0 Y = -10 AddSegment = Vector X = 0 Y = 4 AddSegment = Vector X = 0 Y = 4 AddSegment = Vector X = -8 Y = 14 SlowTravelSpeed = 3 NormalTravelSpeed = 6 FastTravelSpeed = 7 PushForce = 5000 DislodgeLimbPath = LimbPath PresetName = Dummy Dislodge Path StartOffset = Vector X = 2 Y = -10 StartSegCount = 0 AddSegment = Vector X = 0 Y = 6 SlowTravelSpeed = 1.5 NormalTravelSpeed = 2.5 FastTravelSpeed = 4.5 PushForce = 10000 AddGib = Gib GibParticle = MOSRotating CopyOf = Dummy Rib Cage Gib A Offset = Vector X = -2 Y = -3 Count = 1 Spread = 0 MinVelocity = 0 MaxVelocity = 0