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authorBobTheBob <32057864+BobTheBob9@users.noreply.github.com>2021-08-31 23:14:58 +0100
committerBobTheBob <32057864+BobTheBob9@users.noreply.github.com>2021-08-31 23:14:58 +0100
commit9a96d0bff56f1969c68bb52a2f33296095bdc67d (patch)
tree4175928e488632705692e3cccafa1a38dd854615 /Northstar.CustomServers/mod/scripts/aisettings/npc_prowler.txt
parent27bd240871b7c0f2f49fef137718b2e3c208e3b4 (diff)
downloadNorthstarMods-9a96d0bff56f1969c68bb52a2f33296095bdc67d.tar.gz
NorthstarMods-9a96d0bff56f1969c68bb52a2f33296095bdc67d.zip
move to new mod format
Diffstat (limited to 'Northstar.CustomServers/mod/scripts/aisettings/npc_prowler.txt')
-rw-r--r--Northstar.CustomServers/mod/scripts/aisettings/npc_prowler.txt148
1 files changed, 148 insertions, 0 deletions
diff --git a/Northstar.CustomServers/mod/scripts/aisettings/npc_prowler.txt b/Northstar.CustomServers/mod/scripts/aisettings/npc_prowler.txt
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+npc_prowler
+{
+ HullType "HULL_PROWLER"
+ useSequenceBounds 1
+ orientToGround 1
+ AIClass prowler
+ TraverseAnimType prowler
+ BodyType human
+ ArmorType normal
+ collideWithPlayer 1
+
+ title #NPC_PROWLER
+ ui_targetinfo "ui/targetinfo_npc_basic" [$mp]
+ ui_targetinfo "" [$sp]
+
+ BaseClass "npc_prowler"
+
+ footstep_type "prowler"
+ quadruped 1
+
+ DefaultModelName "models/creatures/prowler/r2_prowler.mdl"
+ DefaultWeapon ""
+ BehaviorSelector "behavior_prowler"
+
+ GibModel0 "models/gibs/human_gibs.mdl"
+
+ melee_charge_set prowler
+
+ Health 280
+
+ painOnHeavyDamageThreshold 50
+ PainOnRepeatDamageThreshold 210
+ heavyPainMinInterval 4
+ PainOnSurpriseHit 0
+ PainWhileRunning 1
+
+ FOV_Vert_Offset 0
+ FOV_Near_Dist 150 // distance at which we transition between near and far FOV values
+ FOV_Far_Dist 1000 // use far values after this distance, interpolate horizontal in between, use far for vertical
+
+ FOV_Idle_Near_Horz 160
+ FOV_Idle_Near_Vert 160
+ FOV_Idle_Far_Horz 120
+ FOV_Idle_Far_Vert 120
+
+ FOV_Alert_Near_Horz 160
+ FOV_Alert_Near_Vert 160
+ FOV_Alert_Far_Horz 150
+ FOV_Alert_Far_Vert 120
+
+ FOV_Combat_Near_Horz 160
+ FOV_Combat_Near_Vert 160
+ FOV_Combat_Far_Horz 150
+ FOV_Combat_Far_Vert 120
+
+ faceEnemyToleranceAngle 45
+ faceEnemyStrictToleranceAngle 45
+ MoveYawSpeed 15
+ AimAngularSpeed 20
+ allowTurn45Anims 0
+
+ aimassist_adspull_centerAttachmentName "aimassist_center"
+ aimassist_adspull_centerRadius 18.0
+ aimassist_adspull_headshotAttachmentName "HEADSHOT"
+ aimassist_adspull_headshotRadius 13.0
+
+ MeleeDamageMin 60 [$mp]
+ MeleeDamageMax 80 [$mp]
+ MeleeDamageMinHeavyArmor 60 [$mp]
+ MeleeDamageMaxHeavyArmor 80 [$mp]
+ MeleeDamageRadius 60 [$mp]
+ MeleeRange 80 [$mp]
+ MeleeInterval 1.5 [$mp]
+ MeleeMaxCombo 2 [$mp]
+ MeleeChargeDamageMin 100 [$mp]
+ MeleeChargeDamageMax 100 [$mp]
+ MeleeChargeDamageMinHeavyArmor 100 [$mp]
+ MeleeChargeDamageMaxHeavyArmor 100 [$mp]
+ MeleeChargeDamageRadius 60 [$mp]
+ MeleeChargeRange 240 [$mp]
+ meleeChargeInterval 3 [$mp]
+
+ MeleeDamageMin 15 [$sp]
+ MeleeDamageMax 20 [$sp]
+ MeleeDamageMinHeavyArmor 150 [$sp]
+ MeleeDamageMaxHeavyArmor 150 [$sp]
+ MeleeDamageRadius 60 [$sp]
+ MeleeRange 80 [$sp]
+ MeleeInterval 1.5 [$sp]
+ MeleeMaxCombo 2 [$sp]
+ MeleeChargeDamageMin 25 [$sp]
+ MeleeChargeDamageMax 25 [$sp]
+ MeleeChargeDamageMinHeavyArmor 300 [$sp]
+ MeleeChargeDamageMaxHeavyArmor 300 [$sp]
+ MeleeChargeDamageRadius 60 [$sp]
+ MeleeChargeRange 240 [$sp]
+ meleeChargeInterval 3 [$sp]
+
+ MeleeCosAngleRange 0.707 // Matches faceEnemyStrictToleranceAngle
+ MeleeEnemyArmorType any
+ MeleeChargeEnemyArmorType any
+
+ meleeHighOffset 70
+
+ meleeImpactEffectTable "melee_prowler"
+ syncedMeleeEngageDist 40
+ meleeable 1
+
+ canBeAlertedByEnemiesOutsideOfMaxDist 0
+ returnToIdleTime 15
+ maxEnemyDist 950
+ maxEnemyDistHeavyArmor 1200
+ aiEnemy_usePriorityDist 0
+
+ pathMaxDetourBase 1000
+ pathMaxDetourMultiplier 2.0
+ minGoalRadius 256
+
+ MinStartMoveDist 100
+ MaxArrivalDist 230
+ MinForceWalkDist 0
+ circleStrafeDist 420
+ enemyAimAtMeWidth 100
+
+ chaseStopDist 100
+ chaseStopDistHeavyArmor 200
+ chaseStopVerticalDist 300
+ chaseTryRunningDodgeWhenAimedAtMinDist 300 // This should be greater than MeleeChargeRange so that he prioritizes leap attacking over dodging
+
+ dodgePeriod 4 // Don't dodge more than maxDodgePerPeriod within this time
+ maxDodgePerPeriod 2 // Don't dodge more than this many times in dodgePeriod
+
+ traverseCostFactor 0.5
+
+ showFriendlyIcon 1
+
+ allowFlee 1
+ allowSignals 1
+ allowPatrol 1
+ allowInvestigate 0 // no investigate
+
+ patrolRangeMin 600
+ patrolRangeMax 800
+
+ moveDeflectionLookAheadTime 0.5
+ reactChanceDefault 100
+ reactBulletChanceDefault 90
+}