Template/AHuman

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Revision as of 21:28, 10 June 2010 by Petethegoat (Talk)
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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
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