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-rw-r--r--Northstar.CustomServers/scripts/aisettings/npc_super_spectre.txt210
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diff --git a/Northstar.CustomServers/scripts/aisettings/npc_super_spectre.txt b/Northstar.CustomServers/scripts/aisettings/npc_super_spectre.txt
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+npc_super_spectre
+{
+ HullType "HULL_MEDIUM"
+ AIClass super_spectre
+ TraverseAnimType super_spectre
+ collideWithPlayer 1
+
+ ragdollOnTraverseDeath 0
+ mechanical 1
+ BodyType super_spectre
+ ArmorType heavy [$sp]
+ ArmorType heavy [$mp]
+ SmartAmmoLockType large
+ smartAmmoLockAttachmentName0 CHESTFOCUS
+ smartAmmoLockAttachmentName1 HEADFOCUS
+ smartAmmoLockAttachmentName2 exp_torso_main
+ smartAmmoLockAttachmentName3 shell
+ smartAmmoLockAttachmentName4 shell2
+
+ suppressLSP_duration 5
+
+ title #NPC_SUPER_SPECTRE
+ ui_targetinfo "ui/targetinfo_titan" [$mp]
+ ui_targetinfo "" [$sp]
+
+ DrawEnemyHealthBar 1 [$mp]
+ DrawTargetHealthBar 1 [$mp]
+
+ DrawEnemyHealthBar 0 [$sp]
+ DrawTargetHealthBar 0 [$sp]
+
+ footstep_type "superspectre"
+ footstepSprintSpeedThreshold 500
+
+ BaseClass "npc_super_spectre"
+
+ DefaultModelName "models/robots/super_spectre/super_spectre_v1.mdl"
+ DefaultWeapon "mp_weapon_super_spectre"
+ ForceAutoPrecacheDefaultWeapon 1
+ AdditionalScriptWeapon "mp_weapon_spectre_spawner"
+ AdditionalAISettings "npc_frag_drone"
+ BehaviorSelector "behavior_super_spectre"
+
+ GibModel0 "models/robots/super_spectre/super_spectre_left_arm.mdl"
+ GibModel1 "models/robots/super_spectre/super_spectre_right_arm.mdl"
+ GibModel2 "models/robots/super_spectre/super_spectre_left_leg.mdl"
+ GibModel3 "models/robots/super_spectre/super_spectre_right_leg.mdl"
+ GibModelSoftened0 "models/robots/super_spectre/super_spectre_left_arm.mdl"
+ GibModelSoftened1 "models/robots/super_spectre/super_spectre_right_arm.mdl"
+ GibModelSoftened2 "models/robots/super_spectre/super_spectre_left_leg.mdl"
+ GibModelSoftened3 "models/robots/super_spectre/super_spectre_right_leg.mdl"
+ GibAttachment0 "FX_DAM_VENT_RL"
+ GibAttachment1 "FX_DAM_VENT_RR"
+ GibAttachment2 "THRUST_L_FOOT"
+ GibAttachment3 "THRUST_R_FOOT"
+ GibSpeed 450
+ GibAngularSpeed 30
+ GibMaxDist 16000
+ GibFX "P_sup_spectre_death"
+ //GibSound "ai_reaper_explo_3p"
+
+ //leechAnimSet super_spectre
+ //onLeechFuncName SuperSpectreOnLeeched
+ //leechAnimTag REF
+ //leechDataKnifeTag KNIFE
+ leechMaxDist 0
+
+ Health 3500 [$mp]
+ Health 3000 [$sp]
+
+ PainOnHeavyDamageThreshold 450
+ PainOnRepeatDamageThreshold 2400
+ breakOutOfPainDamageThreshold 500
+ PainOnSurpriseHit 0
+ PainWhileRunning 0
+
+ FOV_Vert_Offset 0
+ FOV_Near_Dist 500 // 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_Idle_Near_Horz 130
+ FOV_Idle_Near_Vert 180
+ FOV_Idle_Far_Horz 60
+ FOV_Idle_Far_Vert 60
+
+ FOV_Alert_Near_Horz 130
+ FOV_Alert_Near_Vert 180
+ FOV_Alert_Far_Horz 60
+ FOV_Alert_Far_Vert 60
+
+ FOV_Combat_Near_Horz 160
+ FOV_Combat_Near_Vert 180
+ FOV_Combat_Far_Horz 130
+ FOV_Combat_Far_Vert 60
+
+ MoveYawSpeed 15
+ AimAngularSpeed 20
+
+ moveDeflectionSmallObstacleRadius 25
+
+ aimassist_adspull_centerAttachmentName "exp_torso_core_fx"
+ aimassist_adspull_centerRadius 18.0
+ aimassist_adspull_headshotAttachmentName "HEADFOCUS"
+ aimassist_adspull_headshotRadius 17.0
+
+ // The common ground slam melee attack he does is actually defined by damagedef_reaper_groundslam
+ MeleeCosAngleRange -1 // 360
+ MeleeDamageForce 50000
+ MeleeChargeDamageForce 50000
+
+ // MP melee settings
+ MeleeDamageMin 50 [$mp]
+ MeleeDamageMax 70 [$mp]
+ MeleeDamageMinHeavyArmor 1000 [$mp]
+ MeleeDamageMaxHeavyArmor 2000 [$mp]
+ MeleeChargeDamageMin 60 [$mp]
+ MeleeChargeDamageMax 80 [$mp]
+ MeleeChargeDamageMinHeavyArmor 1000 [$mp]
+ MeleeChargeDamageMaxHeavyArmor 2000 [$mp]
+
+ // SP melee settings
+ MeleeDamageMin 20 [$sp]
+ MeleeDamageMax 30 [$sp]
+ MeleeDamageMinHeavyArmor 1000 [$sp]
+ MeleeDamageMaxHeavyArmor 2000 [$sp]
+ MeleeChargeDamageMin 40 [$sp]
+ MeleeChargeDamageMax 50 [$sp]
+ MeleeChargeDamageMinHeavyArmor 1000 [$sp]
+ MeleeChargeDamageMaxHeavyArmor 2000 [$sp]
+
+ MeleeDamageRadius 120
+ MeleeRange 150
+ MeleeChargeDamageRadius 100
+ MeleeChargeDamageHeight 120
+ MeleeChargeRange 150
+
+ MeleeEnemyArmorType any
+ MeleeChargeEnemyArmorType normal
+ MeleeChargeCosAngleRange 0.5
+ MeleeDamageFlags "DF_MELEE | DF_KNOCK_BACK"
+ MeleeChargeDamageFlags "DF_MELEE | DF_KNOCK_BACK"
+
+ meleeCameraShakeDuration 1.0
+ meleeImpactEffectTable "melee_superSpectre"
+ //landingImpactTable "titan_landing"
+ //footstepImpactTable "titan_footstep"
+ dodgeImpactTable "titan_dodge"
+
+ specialRangeAttackMinDist 700
+ specialRangeAttackMaxDist 1500
+
+ faceEnemyToleranceAngle 45
+ faceEnemyStrictToleranceAngle 45
+
+ waitBetweenWeaponBurst 0
+
+ MinStartMoveDist 100
+ MaxArrivalDist 250
+ MinForceWalkDist 1500
+ MinForceWalkDistVsHeavyArmor 150
+
+ titanStompable 0
+ rodeoMaxDist 0
+ showFriendlyIcon 1
+
+ aiEnemy_usePriorityDist 1500
+ aiEnemy_priority 20
+
+ magneticRange 125
+ chaseStopDist 150
+ chaseStopDistHeavyArmor 1200
+ chaseOnlyReachable 1
+
+ traverseCostFactor 2.0
+ minGoalRadius 256
+
+ dodgePeriod 6 [$sp] // Don't dodge more than maxDodgePerPeriod within this time
+ maxDodgePerPeriod 2 [$sp] // Don't dodge more than this many times in dodgePeriod
+
+ dodgePeriod 6 [$mp] // Don't dodge more than maxDodgePerPeriod within this time
+ maxDodgePerPeriod 1 [$mp] // Don't dodge more than this many times in dodgePeriod
+
+ minConsecutiveDodgeTime 0
+ missileAwarenessCos -0.1
+ dodgeForwardThreshold 800
+ dodgeBackwardThreshold 400
+ StrafeDodgeDamage 400
+ lockOnDodgeHealthThreshold 0.8
+ enemyAimAtMeWidthHeavyArmor 75
+
+ longJumpCheckMinInterval 8
+ longJumpCheckMaxInterval 15
+ longJumpMinDist 600
+ longJumpMaxDist 1000
+ longJumpHeight 300
+
+ chasecamDistanceMax 320
+ chasecamMaxOrbitDepth 90
+ chasecamOffsetUp 0
+ chasecamOffsetRight 110
+
+ enable_frag_drones 1 [$sp]
+ enable_frag_drones 0 [$mp]
+
+ reactChanceDefault 100
+ reactSurprised_maxRadius 2000
+ reactSurprised_distDelta 600
+
+ nuke_on_death 1
+}