diff options
Diffstat (limited to 'Northstar.CustomServers/mod/scripts/aisettings/npc_soldier.txt')
-rw-r--r-- | Northstar.CustomServers/mod/scripts/aisettings/npc_soldier.txt | 201 |
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 new file mode 100644 index 00000000..e5dcfeb1 --- /dev/null +++ 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 |