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-rw-r--r--Northstar.CustomServers/scripts/aisettings/npc_spectre.txt216
1 files changed, 216 insertions, 0 deletions
diff --git a/Northstar.CustomServers/scripts/aisettings/npc_spectre.txt b/Northstar.CustomServers/scripts/aisettings/npc_spectre.txt
new file mode 100644
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+++ b/Northstar.CustomServers/scripts/aisettings/npc_spectre.txt
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+npc_spectre
+{
+ AIClass spectre
+ TraverseAnimType spectre
+
+ title #NPC_SPECTRE
+ useSequenceBounds 1
+
+ aiEnemy_usePriorityDist 1300
+ aiEnemy_immediateThreatDist 200 [$sp]
+ aiEnemy_immediateThreatDist 94 [$mp]
+
+ AimAngularSpeed 7
+
+ ArmorType normal
+
+ BaseClass "npc_spectre"
+ BodyType human
+
+ footstep_type "robot"
+ mechanical 1
+
+ BehaviorSelector "behavior_spectre"
+
+ chaseStopDist 300
+ chaseStopDistHeavyArmor 800
+
+ allowCower 0
+ allowUseCover 1
+
+ traverseCostFactor 2.0
+ minGoalRadius 256
+
+ DefaultModelName "models/robots/spectre/imc_spectre.mdl"
+ DefaultModelName_IMC "models/robots/spectre/imc_spectre.mdl"
+ DefaultModelName_MIL "models/robots/spectre/imc_spectre.mdl"
+
+ DefaultWeapon "mp_weapon_rspn101"
+ WeaponCapacity "PilotMainWeapons"
+
+ longJumpCheckMinInterval 15
+ longJumpCheckMaxInterval 30
+ longJumpMinDist 400
+ longJumpMaxDist 700
+ longJumpHeight 300
+
+ GibModel0 "models/robots/spectre/spectre_assault_d_gib_leg_l.mdl"
+ GibModel1 "models/robots/spectre/spectre_assault_d_gib_leg_r.mdl"
+ GibModel2 "models/robots/spectre/spectre_assault_d_gib_arm_l.mdl"
+ GibModel3 "models/robots/spectre/spectre_assault_d_gib_arm_r.mdl"
+ GibModelSoftened0 "models/robots/spectre/spectre_assault_d_gib_leg_l.mdl"
+ GibModelSoftened1 "models/robots/spectre/spectre_assault_d_gib_leg_r.mdl"
+ GibModelSoftened2 "models/robots/spectre/spectre_assault_d_gib_arm_l.mdl"
+ GibModelSoftened3 "models/robots/spectre/spectre_assault_d_gib_arm_r.mdl"
+ GibAttachment0 "left_leg"
+ GibAttachment1 "right_leg"
+ GibAttachment2 "left_arm"
+ GibAttachment3 "right_arm"
+ GibSpeed 200
+ GibAngularSpeed 20
+ GibMaxDist 1600
+ GibFX "P_exp_spectre_death"
+ GibSound "Explo_Spectre"
+
+ headshotFX "P_headshot_pilot_robot"
+ landingImpactTable "pilot_landing"
+ footstepImpactTable "pilot_foostep"
+
+ faceEnemyStrictToleranceAngle 30
+ faceEnemyWhileMovingDist 600
+
+ "mp" [$mp]
+ {
+ crouchCombatDistInner 300
+ crouchCombatDistOuter 350
+
+ FOV_Alert_Far_Horz 100
+ FOV_Alert_Far_Vert 60
+ FOV_Alert_Near_Horz 130
+ FOV_Alert_Near_Vert 180
+ FOV_Combat_Far_Horz 100
+ FOV_Combat_Far_Vert 60
+ FOV_Combat_Near_Horz 130
+ FOV_Combat_Near_Vert 180
+ FOV_Idle_Far_Horz 100
+ FOV_Idle_Far_Vert 60
+ FOV_Idle_Near_Horz 130
+ FOV_Idle_Near_Vert 180
+
+ NoticeForgetPostTime 5.0
+ NoticeForgetPreTime 1.0
+
+ NoticeDistNear_Alert 300
+ NoticeDistNear_Combat 300
+ NoticeDistNear_Idle 150
+ NoticeDistFar_Alert 2000
+ NoticeDistFar_Combat 2000
+ NoticeDistFar_Idle 2000
+ NoticeTimeNear_Alert 0.1
+ NoticeTimeNear_Combat 0.0
+ NoticeTimeNear_Idle 0.1
+ NoticeTimeFar_Alert 1.0
+ NoticeTimeFar_Combat 1.0
+ NoticeTimeFar_Idle 1.0
+ NoticeTimePeripheral_Alert 0.7
+ NoticeTimePeripheral_Combat 0.7
+ NoticeTimePeripheral_Idle 0.7
+ }
+
+ "sp" [$sp]
+ {
+ crouchCombatDistInner 400
+ crouchCombatDistOuter 500
+
+ 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 100
+ 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
+
+ HullType "HULL_HUMAN"
+ leechAnimSet spectre
+ leechMaxDist 150
+ magneticRange 125
+ MaxArrivalDist 170
+
+ aimassist_adspull_centerAttachmentName "CHESTFOCUS"
+ aimassist_adspull_centerRadius 11.0
+ aimassist_adspull_headshotAttachmentName "HEADSHOT"
+ aimassist_adspull_headshotRadius 7.0
+
+ MeleeDamageMax 20 [$mp]
+ MeleeDamageMin 20 [$mp]
+
+ MeleeDamageMax 53 [$sp]
+ MeleeDamageMin 53 [$sp]
+
+ Health 130 [$sp]
+ Health 100 [$mp]
+
+ PainOnHeavyDamageThreshold 32
+ PainOnRepeatDamageThreshold 70
+
+ MeleeDamageRadius 40 [$mp]
+ MeleeRange 65 [$mp]
+
+ MeleeDamageRadius 60 [$sp]
+ MeleeRange 60 [$sp]
+
+ MeleeChargeDamageMin 80
+ MeleeChargeDamageMax 80
+ MeleeChargeDamageMinHeavyArmor 80
+ MeleeChargeDamageMaxHeavyArmor 80
+ MeleeChargeDamageRadius 25
+ MeleeChargeRange 135
+ meleeChargeInterval 1
+ MeleeChargeEnemyArmorType any
+
+ meleeImpactEffectTable "melee_spectre"
+
+ MinForceWalkDist 0
+ MinStartMoveDist 100
+ MoveYawSpeed 12
+ moveDeflectionLookAheadTime 0.5 [$sp]
+
+ shootingCoverFightRadius 600 [$sp]
+
+ DrawEnemyHealthBar 0
+ DrawTargetHealthBar 0
+
+ resetBurstOnStopShootOverlay 1
+ restrictAimGunToValidSequences 1
+
+ showFriendlyIcon 1
+ showTitle 1 [$mp]
+ showTitle 1 [$sp]
+
+ ui_targetinfo "ui/targetinfo_spectre_bounty" [$mp]
+ ui_targetinfo "ui/targetinfo_npc_hackable" [$sp]
+
+ smartAmmoLockAttachmentName0 HEADFOCUS
+ waitBetweenWeaponBurst 1
+ suppressLSP_duration 1.5
+ reactChanceDefault 90
+}