Actors

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General class of game objects that move under AI control and, typically, the player's. Each type starts with "A" for Actor and has specific requirements.
General class of game objects that move under AI control and, typically, the player's. Each type starts with "A" for Actor and has specific requirements.
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== Brains ==
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[[File:Braincase1.png]]   [[File:Dummycontroller1.png]]
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The [[Trade_Star#Brain_Case | Brain Case]] is defined simply as an "Actor", as is the [[Dummies#Dummy_Controller | Dummy Controller]]. They have no limbs or separate head, and have a pie menu but otherwise have no parts or actions.
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''Note: Brainbots are "AHuman" type (see below), not just "Actor"s.''
== Humanoids ==
== Humanoids ==

Revision as of 20:54, 18 June 2012

General class of game objects that move under AI control and, typically, the player's. Each type starts with "A" for Actor and has specific requirements.


Contents

Brains

Braincase1.png   Dummycontroller1.png

The Brain Case is defined simply as an "Actor", as is the Dummy Controller. They have no limbs or separate head, and have a pie menu but otherwise have no parts or actions.

Note: Brainbots are "AHuman" type (see below), not just "Actor"s.

Humanoids

Main Article: AHuman


Roninsoldierdafred.png   Jumper.png

Coded as "AHuman", humanoids are soft bodies controlled by the AI or Player. Their main distinction is standing upright and bipedal walking.

The type supports a main body, a head, two legs, two arms, and a jetpack (see Ronin Dafred above); arms and legs can sport hands and feet.
Jumper, a wildlife Actor, is functional as an AHuman with only a body, a head, and one leg. An AHuman can live with all limbs lost, but loss of the head alone will kill them.

Arms on an AHuman can use weapons, tools, and bombs, and shields in the off-hand.

Zombiemedium.png

Most humanoids are equipped with jetpacks, but the Culled Clones (aka Undead or Zombies prior to Build 27) are defined with a "Jetpack = AEmitter" which looks and acts more like jumping.

Crabs

Main Article: ACrab


File:Crabw.png   Coalitiondrone.png   Dummysmallturret.png

Coded as "ACrab", crabs lack any upright constraints for standing (leading to wobbling) and use a quadrapedal walk-- unlike their real-life counterparts, crabs in Cortex Command have only four legs.

The type supports a main body, foreground and background legs on the left and right, left and right feet, and a turret which can be equipped with weapons or tools. Stationary "Turret" actors are made with legs that are invisible and too small to use, like the Dummy Small Turret

Crabs do not use jetpacks as such; their lack of upright constraints makes flight control unstable. If they have a "Jetpack" definition it uses an AEmitter that behaves like jumping, which is the main attack of the rare Mega Crab.

Without a "Turret" defined, crabs can't use any items, though ones can be added to the crab's inventory. These are exposed when the crab dies; thus one can make kamikaze "Bomb Crabs" (see also Crab Bomb).

Doors

Main Article: ADoor

Doors open for Actors of the same team automatically and close when no one is around, or when an enemy is near. They cannot be controlled as other Actor units can. All current doors are slabs of metal that either slide or rotates on a fixed path. Other than the vertical "Door A", all current doors come pre-fitted into a bunker module.

Craft

Craft are airborne vehicle -- With the exception of Crates (officially ACCrate) -- that serve various purposes, such as: Transporting soldiers, bombing enemies, bringing in reinforcements, etc., but mainly Dropping and Retrieving Cargo

Craft are easily recognizable, mainly because their name is an analgram of Actor and Craft. i.e: ACRocket

Crafts include:

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