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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_soldier.txt
parent27bd240871b7c0f2f49fef137718b2e3c208e3b4 (diff)
downloadNorthstarMods-9a96d0bff56f1969c68bb52a2f33296095bdc67d.tar.gz
NorthstarMods-9a96d0bff56f1969c68bb52a2f33296095bdc67d.zip
move to new mod format
Diffstat (limited to 'Northstar.CustomServers/mod/scripts/aisettings/npc_soldier.txt')
-rw-r--r--Northstar.CustomServers/mod/scripts/aisettings/npc_soldier.txt201
1 files changed, 201 insertions, 0 deletions
diff --git a/Northstar.CustomServers/mod/scripts/aisettings/npc_soldier.txt b/Northstar.CustomServers/mod/scripts/aisettings/npc_soldier.txt
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+++ b/Northstar.CustomServers/mod/scripts/aisettings/npc_soldier.txt
@@ -0,0 +1,201 @@
+
+npc_soldier
+{
+ AIClass human
+ ArmorType normal
+ BaseClass "npc_soldier"
+ BodyType human
+ HullType "HULL_HUMAN"
+ SmartAmmoLockType small // defaults to small
+ TraverseAnimType human
+ traverseCostFactor 5.0
+
+ difficultTraverseFlags 256 // 1 << 8 (TRAVERSE_JUMP_UP_DOWN_128)
+
+ BehaviorSelector "behavior_soldier" [$mp]
+ BehaviorSelector "behavior_sp_soldier" [$sp]
+
+ footstep_type "grunt"
+ footstepSprintSpeedThreshold 100
+
+ title #NPC_SOLDIER
+ title_IMC #NPC_GRUNT_IMC
+ title_MIL #NPC_GRUNT_MILITIA
+ ui_targetinfo "ui/targetinfo_soldier_bounty" [$mp]
+ ui_targetinfo "ui/targetinfo_cockpit_name" [$sp]
+
+ IsGenericGrunt 1
+
+ GrenadeWeaponName mp_weapon_frag_grenade
+
+ AimAngularSpeed 7
+ allowFlee 1
+ allowInvestigate 1 [$sp]
+ allowPatrol 1 [$sp]
+ allowSignals 1
+ allowUseCover 1
+ DefaultModelName "models/humans/grunts/imc_grunt_rifle.mdl"
+ DefaultModelName_IMC "models/humans/grunts/imc_grunt_rifle.mdl"
+ DefaultModelName_MIL "models/humans/grunts/mlt_grunt_rifle.mdl"
+
+ DefaultWeapon "mp_weapon_rspn101"
+ WeaponCapacity "PilotMainWeapons"
+ GibModel0 "models/gibs/human_gibs.mdl"
+
+ headshotFX "P_headshot_human"
+
+ faceEnemyStrictToleranceAngle 30
+ faceEnemyWhileMovingDist 400 [$sp]
+ faceEnemyWhileMovingDist 600 [$mp]
+
+ Health 90 [$sp]
+ Health 50 [$mp]
+
+ PainOnRepeatDamageThreshold 39 [$sp]
+ PainOnRepeatDamageThreshold 15 [$mp]
+ RepeatDamageTimeInterval 8
+
+ PainOnHeavyDamageThreshold 80 // more than health so never happens for base soldier but will happen for higher health ones
+ PainOnSurpriseHit 1
+ PainWhileRunning 1
+
+ fallDeathHeight 300
+
+ aimassist_adspull_centerAttachmentName "CHESTFOCUS"
+ aimassist_adspull_centerRadius 11.0
+ aimassist_adspull_headshotAttachmentName "HEADSHOT"
+ aimassist_adspull_headshotRadius 8.0
+
+ MeleeDamageMax 30 [$mp]
+ MeleeDamageMin 30 [$mp]
+ MeleeDamageMax 53 [$sp]
+ MeleeDamageMin 53 [$sp]
+ MeleeDamageRadius 40 [$mp]
+ MeleeRange 40 [$mp]
+ MeleeDamageRadius 60 [$sp]
+ MeleeRange 60 [$sp]
+ MeleeDamageForce 15000
+
+ MeleeChargeDamageMin 20
+ MeleeChargeDamageMax 20
+ MeleeChargeDamageRadius 35
+ MeleeChargeRange 0
+ MeleeChargeCosAngleRange 0.866 // 30 degrees
+ MeleeChargeInterval 3
+ MeleeChargeEnemyArmorType normal
+ MeleeChargeOnlyPlayers 1
+
+ MaxArrivalDist 170
+ MinForceWalkDist 150
+ MinStartMoveDist 100
+ MoveYawSpeed 12
+
+ moveDeflectionLookAheadTime 0.5 [$sp]
+ moveDeflectionLookAheadTime 0.5 [$mp]
+
+ LookDistDefault_Alert 3000
+ LookDistDefault_Combat 5000
+ LookDistDefault_Idle 1500
+
+ "mp" [$mp]
+ {
+ crouchCombatDistInner 350
+ crouchCombatDistOuter 450
+
+ FOV_Alert_Far_Horz 100
+ FOV_Alert_Far_Vert 60
+ FOV_Alert_Near_Horz 130
+ FOV_Alert_Near_Vert 180
+ FOV_Combat_Far_Horz 100
+ FOV_Combat_Far_Vert 60
+ FOV_Combat_Near_Horz 130
+ FOV_Combat_Near_Vert 180
+ FOV_Idle_Far_Horz 100
+ FOV_Idle_Far_Vert 60
+ FOV_Idle_Near_Horz 130
+ FOV_Idle_Near_Vert 180
+
+ NoticeForgetPostTime 5.0
+ NoticeForgetPreTime 1.0
+
+ NoticeDistNear_Alert 300
+ NoticeDistNear_Combat 300
+ NoticeDistNear_Idle 150
+ NoticeDistFar_Alert 2000
+ NoticeDistFar_Combat 2000
+ NoticeDistFar_Idle 2000
+ NoticeTimeNear_Alert 0.1
+ NoticeTimeNear_Combat 0.0
+ NoticeTimeNear_Idle 0.1
+ NoticeTimeFar_Alert 1.0
+ NoticeTimeFar_Combat 1.0
+ NoticeTimeFar_Idle 1.0
+ NoticeTimePeripheral_Alert 0.7
+ NoticeTimePeripheral_Combat 0.7
+ NoticeTimePeripheral_Idle 0.7
+ }
+
+ "sp" [$sp]
+ {
+ crouchCombatDistInner 500
+ crouchCombatDistOuter 650
+
+ FOV_Alert_Far_Horz 100
+ FOV_Alert_Far_Vert 60
+ FOV_Alert_Near_Horz 180
+ FOV_Alert_Near_Vert 100
+ FOV_Combat_Far_Horz 100
+ FOV_Combat_Far_Vert 60
+ FOV_Combat_Near_Horz 180
+ FOV_Combat_Near_Vert 80
+ FOV_Idle_Far_Horz 80
+ FOV_Idle_Far_Vert 60
+ FOV_Idle_Near_Horz 170
+ FOV_Idle_Near_Vert 80
+
+ NoticeForgetPostTime 5.0
+ NoticeForgetPreTime 1.0
+
+ NoticeDistNear_Alert 300
+ NoticeDistNear_Combat 300
+ NoticeDistNear_Idle 150
+ NoticeDistFar_Alert 1800
+ NoticeDistFar_Combat 2500
+ NoticeDistFar_Idle 1500
+ NoticeTimeNear_Alert 0.2
+ NoticeTimeNear_Combat 0.1
+ NoticeTimeNear_Idle 0.5
+ NoticeTimeFar_Alert 0.75
+ NoticeTimeFar_Combat 0.5
+ NoticeTimeFar_Idle 2.0
+ NoticeTimePeripheral_Alert 1.0
+ NoticeTimePeripheral_Combat 0.75
+ NoticeTimePeripheral_Idle 2.0
+ }
+
+ FOV_Near_Dist 150 // distance at which we transition between near and far FOV values
+ FOV_Far_Dist 2000 // use far values after this distance, interpolate horizontal in between, use far for vertical
+ FOV_Vert_Offset -20 // looking down instead of up... better for pilots on high ground feeling
+
+ showTitle 1
+
+ resetBurstOnStopShootOverlay 1
+ restrictAimGunToValidSequences 1
+ showFriendlyIcon 1
+ waitBetweenWeaponBurst 1
+ suppressLSP_duration 10 [$sp]
+ suppressLSP_duration 10 [$mp]
+ enemyAimAtMeWidth 100
+
+ aiEnemy_usePriorityDist 2000 [$sp]
+ aiEnemy_immediateThreatDist 230 [$sp]
+ aiEnemy_immediateThreatDist 94 [$mp]
+
+ braceWhenDangerousAreaDisplacementFails 1
+
+ reactChanceDefault 90 [$sp]
+ reactChanceDefault 60 [$mp]
+ reactBulletChanceDefault 90 [$sp]
+ reactBulletChanceDefault 60 [$mp]
+ reactFriendlyChanceDefault 100
+} \ No newline at end of file